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Re: Custom Clan's & Group's Jutsu

Originally Posted by Emperor

( Togesuzumebachi no Ame ) - Rain of Stinging WaspsRank: B
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 20 ( +5 per turn )
Damage: 40
The Nekura clansman opens the portals in the sky, causing Keigoku to fall from the portals like rain, in a shower of individual drops. Any non-Nekura caught in this rain will experience sudden sharp mental pain as the drops touch him. Due to the repeated falling of the Keigoku raindrops, they will not be able to focus enough to use techniques that require intense concentration ( Genjutsu, Fuuinjutsu, Medjutsu, etc. ) and cannot string together more than four handseals without pause.
This technique can be used thrice per battle; each use lasts for four turns.
By sheltering under a suitable defense, the effects of this technique can be avoided.
The effects also apply to non-Nekura allies, and so this technique is not useful in combo battles or wars.____________
-Declined- So you can actually have a continuous string of 12 turns of a technique that severely limits the opponent? ...

Cut down to twice a battle, three turns each, requiring a gap between successive uses.

( Togesuzumebachi no Ame ) - Rain of Stinging WaspsRank: B
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 20 ( +5 per turn )
Damage: 40
The Nekura clansman opens the portals in the sky, causing Keigoku to fall from the portals like rain, in a shower of individual drops. Any non-Nekura caught in this rain will experience sudden sharp mental pain as the drops touch him. Due to the repeated falling of the Keigoku raindrops, they will not be able to focus enough to use techniques that require intense concentration ( Genjutsu, Fuuinjutsu, Medjutsu, etc. ) and cannot string together more than four handseals without pause.
This technique can be used twice per battle; each use lasts for three turns, and there needs to be two turns gap between each use.
By sheltering under a suitable defense, the effects of this technique can be avoided.
The effects also apply to non-Nekura allies, and so this technique is not useful in combo battles or wars.

~Declined~
Please state how large of a portal you can make. For a B-ranked jutsu I would not expect it to be able to cover the whole battlefield.

Originally Posted by Emperor

( Hadō no Kyūjū: Kurohitsugi ) - Way of Destruction Number Ninety: Black CoffinType: OffensiveRank: ARange: Short-LongChakra: 30Damage: 60Description:
The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below; contact with it makes the opponent's head ache badly. As soon as the box forms fully, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for ten or so seconds.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.____________
-Declined- "ten or so" - well if you don't know how long it lasts then you're not much of a Keigoku master.

Time specified.

( Hadō no Kyūjū: Kurohitsugi ) - Way of Destruction Number Ninety: Black CoffinType: OffensiveRank: ARange: Short-LongChakra: 30Damage: 60Description:
The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below; contact with it makes the opponent's head ache badly. As soon as the box forms fully, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for twelve seconds.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.

~Declined~

Need more information. How long does it take for the walls to form completely? Does the portal releasing chakra from below the person appear on the ground? If it does then they would already be touching the Keigoku giving them an isntant headache.

This is just a personal question (PM me the answer), when they collapse are they still aware of their surroundings and just exhausted or do they pass out?

Originally Posted by Emperor

( Fōsurai ) - Force LightningType: OffensiveRank: CRange: Short-MidChakra: 15Damage: 30Description:
the user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary ( a few-seconds ) incapacitation.____________
-Declined- "a few-seconds" isn't a proper time span

Time specified.

( Fōsurai ) - Force LightningType: OffensiveRank: CRange: Short-MidChakra: 15Damage: 30Description:
The user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary ( five seconds ) incapacitation. ~Declined~
Where can you open the portal? Do you open it in front of yourself or can you open it anywhere within midrange? How long are you expecting the “flash” to disrupt doujutsu users/sensors? A typical lightning flash is a split second and is a result from the bightness of the lightning itself. Due to the nature of the Keigoku chakra, I can not allow you to create a sustained “flash” that fills the area (enough to blind a doujutsu user for an extended period of time) with chakra that destroys the opponents mind.

-------------

NEW TECHS:

( Noroime Sōka ) - Sangha of the Bewitching EyesType: SupplementaryRank: BRange: Short-LongChakra: 20Damage: N/ADescription:
Depending on their rank in the clan, the user opens up a given number of portals shaped like eyes. Each portal then pulses, firing off a star-shaped burst of Keigoku, approximately fist-sized, at its target. The star, if it contacts a living being, corrupts the mind's link with the part of the body it landed on, completely immobilizing that part of the body. However these effects are very specific. For example, if it lands on an opponent's shoulder, that means his shoulder joint alone is immobilized, and so on. The star can be very easily blocked though - even a thin layer of pure chakra coating an opponent will block one of these stars, whereas pure chakra defenses such as the Hyuuga's Kaiten will render any number of them completely useless.
Seers of the Nekura Clan can only open one portal; it doubles as we go up the ranks. For ranks that can open multiple portals, they can open them pointing in different directions.
There must be a one turn gap between successive uses of the technique.

~Declined~
No. A lot of work will have to be done in order to get this approved. It is far to strong for a B-ranked jutsu. Make a minimum distance the portal must be from the opponent. If it opens 1 cm behind the opponents head then it’s unblockable without the use of god-modding

( Noroidzi Hari no Nami ) - Cursed Blood Needle WaveType: SupplemenaryRank: CRange: Short-LongChakra: 15Damage: N/ADescription:
A simple but effective technique, the Nekura makes three handseals turning any existing Keigoku on the battlefield that he wishes ( such as that from any techniques the opponent dodges or blocks ) into a wave of sharp needles that then shoot at the opponent. Whatever the rank of the Keigoku technique this is used on, the needles will be of that same rank.

~Declined~
The Keigoku that have been blocked become neutralized, therefore unusable. Keigoku that have been dodged become sentient and will only maintain the rank of the technique controlling it. Change the range to “mid” and please state the effect being hit by the needles will have.

Re: Custom Clan's & Group's Jutsus

Updating one Technique

Originally Posted by RokuNR

The Clan's Techniques-Approved

(Yuuen Konki Shuuha)- Grand Energy Wave
Type: Attack
Rank: S
Range: Long
Chakra Cost: 40
Damage: 80
Description: The upgraded version of the original energy wave. The user charges a great amount of pure chakra and releases it in a gargantuan burst of energy that has the force to push away an entire army and the power to shatter an entire rock that is as big as a house into pieces. Kiyoshi Masters can use this technique more extensively and even shoot it out through two hands.
~Must be at least a Kiyoshi Captain.

(Yuuen Konki Shuuha)- Grand Energy Wave
Type: Attack
Rank: S
Range: Long
Chakra Cost: 40
Damage: 80
Description: The upgraded version of the original energy wave. The user charges a great amount of pure chakra and releases it in a gargantuan burst of energy that has the force to violently scatter an entire army and the power to shatter an entire rock that is as big as a house into pieces. Kiyoshi Masters can use this technique more extensively and even shoot it out through two hands. When used by a Master, this particular technique carries enough Energy to vaporize a large hill and toss a large summon a considerable distance (while only resulting in a few bruises and scratches).
~Must be at least a Kiyoshi Captain.

~Approved~

__________________________________

~New Submission~

(Kiyoshi Gijutsu: Hoppō Guraida)- Kiyoshi Art: Boreal Glider
Type: Attack
Rank: A/S
Range: Long-Short
Chakra Cost: 30 (If used at Mid Range)/40 (If used at Short Range)
Damage: 60 (If used at Mid Range)/80 (If used at Short Range)
Description: The user initiates this technique by focusing a thick aura of blue and green Energy around his or her entire body and subsequently sprinting. After the second or third step the user takes, they will be lifted into the air approximately 6 inches, so that while the user appears to be skipping across the battlefield, they are actually being carried by the available Energy in the air surrounding them, allowing them to swiftly approach the enemy. While rapidly approaching the opponent, however, the user continuously gathers large amounts of Energy from the air, resulting in a concentrated, spiraling sphere of Energy surrounding them as they approach the opponent. When the user is within mid range of the opponent, he/she will channel all of the Energy previously gathered, along with his or her own essence, and release it all at once. The gathered Energy will surge out with a very wide range and devastate the battlefield ahead, ravaging the ground as a moving wall of green and blue Energy strikes the enemy violently, causing significant damage. Alternatively, if the user so chooses, they can continue to approach the opponent while gathering Energy and, once they enter short range, release all of their gathered Energy into a single focal point. This particular usage of the attack is much more direct and devastating to the opponent because they are struck by the full force of all of the Energy the user has gathered, causing fatal levels of damage. This technique must be initiated from at least Mid range, however.
~Must be at least a Kiyoshi Warrior.
~After usage, the user may not use any other Kiyoshi Techniques for a full turn, but they may keep Universal Song or Greater Energy Pulse active for taijutsu purposes.
~While the user is moving at high speeds, they will still be visible to shinobi with at least decent perception. The opponent will not, however, know that the user plans to release an attack unless he or she is a Kiyoshi him/herself.
~Can only be used twice per battle. If used a second time, the user is left completely exhausted and incapable of properly focusing chakra and Energy, leaving them incapable of using any technique above C-rank for a turn afterward.
~While coated in a layer of blue and green Energy, the user is able to negate any techniques up to C-rank. This is, however, of little consequence because the Energy is released soon after the user begins to "glide."~Universal Song or Greater Energy Pulse must be active for this technique to be used.

Pending

PM me. I have a question about initiating this at mid range instead of long.

Re: Custom Clan's & Group's Jutsu

Originally Posted by Emperor

S and Forbidden Rank

( Kaijuku ) - Obscuring VoidRank: Forbidden
Type: Offensive
Range: Short - Long
Chakra: 50
Damage: 90
The most powerful offensive technique of the Nekura clan, the Nekura will focus, opening a large portal ( ten metres in diameter ) about a metre above the opponent. The portal will then spew out so much Keigoku that it looks like a beam at high speeds. The beam blankets the whole area under it with Keigoku, completely destroying the minds of any and all opponents caught in it.
The beam is fast enough that only very speedy techniques involving quick motion ( or a fast, suitable defense ) can avoid it - such as the FTG, EIG etc. However, simple motion, like pushing off with wind is not fast enough.
The technique can be used only once per battle. After using this technique, the Nekura takes 20 damage and is so exhausted that he starts bleeding internally for three turns, limiting his Taijutsu abilities to almost non-existent ( he can only move and fight normally, cannot use any Taijutsu techniques ). No Keigoku techniques can be used for three turns after.____________
-Declined- Do you know how large a 10 meter diameter is?

I have Emperor's permission to resubmit these in his place as well as the creation of other Nekura jutsu. As the second wasn't really specified as to why it was declined, I'm resubmitting it with various limits in an attempt to make it less powerful while keeping it's usefulness.

( Kaijuku ) - Obscuring Void
[/B]Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra: 50
Damage: 90
The most powerful offensive technique of the Nekura clan, the Nekura will make 5 handseals and focus, opening a large portal ( 5 metres in diameter ) about a metre above the opponent. The portal will then spew out so much Keigoku that it looks like a dark beam at high speeds. The beam blankets the whole area under it with Keigoku, completely destroying the minds of any and all opponents caught in it.
The beam is fast enough that only very speedy techniques involving quick motion ( or a fast, suitable defense ) can avoid it - such as the FTG, EIG etc. However, simple motion, like pushing off with wind is not fast enough.
The technique can be used only once per battle. After using this technique, the Nekura takes 20 damage and is so exhausted that he starts bleeding internally for three turns, limiting his Taijutsu abilities to almost non-existent ( he can only move and fight normally, cannot use any Taijutsu techniques). No Keigoku techniques can be used for three turns after.||Pending|| See me about the bolded? I want clarification.

( Hansenshugi no Madokaoni ) - Tranquil Demon of PacifismRank: Forbidden
Type: Offensive/Defensive
Range: Short
Chakra: 50 ( +10 per turn )
Damage: 90
The strongest defensive technique of the Nekura Clan, the member opens portals surrounding himself on all sides, and massive amounts of Keigoku emerge from the portal to engulf him. When the portals disappear in a few seconds, the Nekura is enshrouded by a three metre tall construct of Keigoku in the guise of an oni, or demon. The construct wields a kanabo, or club, which it swings at opponents who come close enough. The construct's defensive nature, however, comes from the fact that it is able to perform a modified version of the Keigoku special ability Drain. When an opponent's technique strikes it, it smothers the technique and 'drains' the 'life' of the technique - i.e. - much like a human Nekura uses Keigoku to drain life from a person, the chakra-based construct uses Keigoku to drain the chakra of the incoming techniques. This disallows any chakra-based attack to pass through the technique and strike the Nekura.
However, there are a few inherent weaknesses to this. First, the construct cannot drain away the life of people. It can only drain techniques, much like a human Nekura can only drain people and not techniques. Second, per turn, it can only drain away techniques equal to 40 chakra points. Any more will bypass and strike the Nekura.
Also, if an opponent, regardless of speed, touches the technique, his mind short-circuits and he collapses before he can penetrate it. However, the faster the opponent, the less damage he takes - opponents in 5th Gate and above can pull back fast enough to ensure only minor headaches.
The Nekura must have had special training from the clan head to use this technique and must be Black Knight rank or above. Furthermore, the Nekura can only use this technique once, which lasts until destruction. When this technique is activated, no other Keigoku techniques can be used. If this technique is bypassed and the Nekura wounded severely, the technique dies and the Nekura collapses unable to move from his place for the rest of the battle; he can only use Ninjutsu or Genjutsu to fight.____________
-Declined- Just no.

( Hansenshugi no Madokaoni ) - Tranquil Demon of PacifismRank: Forbidden
Type: Offensive/Defensive
Range: Short
Chakra: 50 ( +10 per turn )
Damage: 90
The strongest defensive technique of the Nekura Clan, the member opens portals surrounding himself on all sides, and massive amounts of Keigoku emerge from the portal to engulf him and everything in short range of him with Keigoku chakra. When the portals disappear in a few seconds, the Nekura is enshrouded by a three metre tall construct of Keigoku in the guise of an oni, or demon. The construct wields a kanabo, or club, which it swings at opponents who come close enough. The construct's defensive nature, however, comes from the fact that it is able to perform a modified version of the Keigoku special ability Drain. When an opponent's technique strikes it, it smothers the technique and 'drains' the 'life' of the technique - i.e. - much like a human Nekura uses Keigoku to drain life from a person, the chakra-based construct uses Keigoku to drain the chakra of the incoming techniques. This disallows any chakra-based attack to pass through the technique and strike the Nekura.
However, there are a few inherent weaknesses to this. First, the construct cannot drain away the life of people. It can only drain techniques, much like a human Nekura can only drain people and not techniques. Second, per turn, it can only drain away techniques equal to 40 chakra points. Any more will bypass and strike the Nekura. Third, though it may drain the chakra from said techniques, those with a physical substance and enough force will still continue forward, just devoid of chakra at this point ans slightly weaker ( -1 rank ). This means that a fast and strong enough physical jutsu of S rank and higher will be able to knock the user from the inside of the technique, causing his hold on it to cease and end. Also, if an opponent, regardless of speed, touches the technique, his mind short-circuits and he collapses before he can penetrate it. However, the faster the opponent, the less damage he takes - opponents in 5th Gate and above can pull back fast enough to ensure only minor headaches.
The Nekura must have had special training from the clan head to use this technique and must be Black Knight rank or above. Furthermore, the Nekura can only use this technique once, which lasts until destruction or until the user is forced from the inside of the technique . When this technique is activated, no other Keigoku techniques can be used. If this technique is bypassed and the Nekura wounded severely, the technique dies and the Nekura collapses unable to move from his place for the rest of the battle; he can only use Ninjutsu or Genjutsu to fight. If the "oni" uses his club to strike a foe, it will count as a move of the user's 3 per turn ||Declined|| The mind short-circuits? Remove that

NEW TECHS

---------------------------

( Dark Convergence ) - Kuro Shuusoku
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: 50 (+10 per turn active)
Damage Points: N/A (+15 to opponent for every taijutsu blow landed)
Description: The user will focus and open 4 human sized portals, one on each side of his body and a metre away from him, allowing massive amounts of Keigoku to pass through the portals and flow onto him. This large influx of chakra reacts with the symbol that every clansman has branded on them and causes it to go haywire, so to speak. Instead of projecting and guiding Keigoku, it causes the Keigoku to travel inwards, filling the user's tenketsu with keigoku, warping it's usage and causing the chakra to flow inwards, preventing Ninjutsu or genjutsu usage as long as it is active as the chakra cannot be molded correctly. As the Keigoku flows inwards, it corrupts the user at the very core, literally turning him into a solid manifestation of Keigoku, causing building damage to the user over a series of turns. Taijutsu attacks are augmented through the usage of this, adding properties of being exposed to Keigoku with each strike that lands.
Unfortunately, there are more drawbacks than benefits; the longer the user has this jutsu active, the more at risk he is of fatally harming himself from the reverted flow of chakra. If active for longer than two turns, upon deactivation the user can only use taijutsu attacks for two turns as it takes time for the user's tenketsu to start it's correct flow. The user also can not use any Keigoku techniques of S-rank and higher while this is active. While this is active, the user is vulnerable to sealing jutsus that seal away elements and/or jutsus.
The Nekura requires special training and must be Black Knight or above to utilize this jutsu. To add to this, this jutsu can only be used twice, lasting at a maximum of 3 three turns each turn with a build up period of at least 2 turns in between usage.||Approved|| Good

Re: Custom Clan's & Group's Jutsu

Originally Posted by Alucard

Higan no Yakuza: Runessansu | Yakuza Secret Pill: Renaissance
Type: Supplementary
Rank: N/A
Range: Self
Chakra points: N/A
Damage points: N/A
Description: After several years of research, the Yakuza clan was able to create a pill which regenerates body cells at an increased rate. The pill has two main characteristics: one is the accelerated regeneration of cells and the second is the "disappearance" of any signs of pain or fatigue on the user's body.
The advanced cell regeneration ability allows for deep wounds to close, bleeding (even internal) to stop, broken bones and even cut limbs to regenerate. After one turn of usage, the body has been regenerated in it's totality. The pills though, cannot regenerate internal organs.
- Needs to be at least Giseiryu (Sacrificing Dragon) to take this pill
- The pill can only be consumed twice per battle.
- The user must wait three turns before consuming the pill again.____________
-Declined- Bordering Medjutsu? No. Is trying to be one.

Higan no Yakuza: Nidankaigan| Yakuza Secret Pill: Second Stage Pill
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A
Description: One of the three main pills of the Yakuza Clan, which earned them the nickname of ''Human Enhanced Tools''. This is the second of the three and thus, can only used by anyone who is at least a Fukuryu (Crouching Dragon). This pill contains a slightly bigger amount of chakra, mixed with stronger drugs than the first pill, which, once on the organism, will stimulate the user's body tissues, muscles and brain, granting him a temporary boost in strength, speed and reaction time. The user becomes so fast, people without proper training will be completely useless against him. Taijutsu masters, 3 Tomoe Sharingan users and other opponent's with abilities of the sort, will, however, be able to keep up with the speed of the user, though they will probably be overpowered in terms of strength.
- Can be taken twice per battle
- Lasts three turns if taken by a Fukuryu (Crouching Dragon), with a gap of two turns between usage. During usage, because of the drug's strong side effects, the user will only be able to use two techniques per turn
- Lasts four turns if taken by a Giseiryu (Sacrificing Dragon), with a gap of one turn between usage. During the second usage, because of the drug's strong side effects, the user will only be able to use two techniques per turn
- Lasts 5 turns if taken by a Hitsuryu (Dragon Head), with a gap of one turn between usage.____________
-Declined- "The user becomes so fast, people without proper training will be completely useless against him." - Embarrassing.

Hijutsu no Yakuza: Saishuudankaikouyou| Yakuza Secret Technique: Last Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A
Description: One of the three main enhancement techniques of the Yakuza Clan, which earned them the nickname of ''Human Enhanced Tools''. This is the last of the three and thus, can only used by anyone who is at least a Giseiryu (Sacrificing Dragon). This technique contains an even bigger amount of chakra, mixed with even stronger drugs than the other two and must be administered via direct injection in the blood stream. Once on the organism, It will stimulate the user's body tissues, muscles and brain to the absolute limit, granting him a temporary boost in strength, speed and reaction time, which even surpasses, although only slightly, the 4th Raikage with his Lightning Armour on.
- Can be taken once per battle
- Lasts four turns if taken by a Giseiryu (Sacrificing Dragon). During and after usage, the user will only be able to use two techniques per turn, for the rest of the match. User must stay two whole turns without using any kind of pills or any kind of mode, because of the strain put on the user's body.
- Lasts 5 turns if taken by a Hitsuryu (Dragon Head). Must stay one whole turn without using any kind of pills or any kind of mode, because of the strain put on the user's body.
- It can, however, be used as a last resort technique by a Fukuryu (Crouching Dragon). In this case, it will only last two turns and after that, the user will pass out and his body will suffer multiple internal bleedings.____________
-Declined- OP

Higan no Yakuza: Runessansu | Yakuza Secret Pill: Renaissance
Type: Supplementary
Rank: N/A
Range: Self
Chakra points: N/A
Damage points: N/A
Description: After several years of research, the Yakuza clan was able to create a pill which regenerates body cells at an increased rate. The pill has two main characteristics: one is the accelerated regeneration of cells and the second is the "disappearance" of any signs of pain or fatigue on the user's body.
The advanced cell regeneration ability allows for deep wounds to close, bleeding (even internal) to stop and broken bones to regenerate. After one turn of usage, the body has been regenerated in it's totality. The pills though, cannot regenerate internal organs or severed limbs.
- Needs to be at least Giseiryu (Sacrificing Dragon) to take this pill
- The pill can only be consumed twice per battle.
- The user must wait three turns before consuming the pill again.~Declined~

Please resubmit and add that the broken bones need to be set before taking the pill and need to stay set through the healing process. The process takes 1 full turn to complete, meaning that at the end of the turn folowing consuption of the pill, the bleeding has stopped and the bones have mended.

Higan no Yakuza: Nidankaigan| Yakuza Secret Pill: Second Stage Pill
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: (+10)
Description: One of the three main pills of the Yakuza Clan, which earned them the nickname of ''Human Enhanced Tools''. This is the second of the three and thus, can only used by anyone who is at least a Fukuryu (Crouching Dragon). This pill contains a slightly bigger amount of chakra, mixed with stronger drugs than the first pill, which, once on the organism, will stimulate the user's body tissues, muscles and brain, granting him a temporary boost in strength, speed and reaction time. Taijutsu masters, 3 Tomoe Sharingan users and other opponent's with abilities of the sort, will, however, be able to keep up with the speed of the user, though they will probably be overpowered in terms of strength.
- Can be taken twice per battle
- Lasts three turns if taken by a Fukuryu (Crouching Dragon), with a gap of two turns between usage. During usage, because of the drug's strong side effects, the user will only be able to use two techniques per turn
- Lasts four turns if taken by a Giseiryu (Sacrificing Dragon), with a gap of one turn between usage. During the second usage, because of the drug's strong side effects, the user will only be able to use two techniques per turn
- Lasts 5 turns if taken by a Hitsuryu (Dragon Head), with a gap of one turn between usage.~Declined~
Cannot contain chakra, otherwise it would be a medical fuuinjutsu and not medicine. It should have the same duration for all levels while the time in between uses changes for each level. Cannot be mixed with other medications.

Hijutsu no Yakuza: Saishuudankaikouyou| Yakuza Secret Technique: Last Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A
Damage: (+15)
Description: One of the three main enhancement techniques of the Yakuza Clan, which earned them the nickname of ''Human Enhanced Tools''. This is the last of the three and thus, can only used by anyone who is at least a Giseiryu (Sacrificing Dragon). This technique contains an even bigger amount of chakra, mixed with even stronger drugs than the other two and must be administered via direct injection in the blood stream. Once on the organism, It will stimulate the user's body tissues, muscles and brain to the absolute limit, granting him a temporary boost in strength, speed and reaction time, which almost reaches that of the 4th Raikage with his Lightning Armour on, though, not as much.
- Can be taken once per battle
- Lasts four turns if taken by a Giseiryu (Sacrificing Dragon). During and after usage, the user will only be able to use two techniques per turn, for the rest of the match. User must stay two whole turns without using any kind of pills or any kind of mode, because of the strain put on the user's body.
- Lasts 5 turns if taken by a Hitsuryu (Dragon Head). Must stay one whole turn without using any kind of pills or any kind of mode, because of the strain put on the user's body.
- It can, however, be used as a last resort technique by a Fukuryu (Crouching Dragon). In this case, it will only last two turns and after that, the user will pass out and his body will suffer multiple internal bleedings.

~Declined~
Cannot contain chakra, otherwise it would be a medical fuuinjutsu and not medicine. It should have the same duration for all levels while the time in between uses changes for each level. Cannot be mixed with other medications. reduce its duration, and increase its drawbacks for its use by the appropriate level user. This should be held to S-rank standards and have S-ranked drawbacks.

_____________________________
New Submissions:

Hijutsu no Yakuza: Furuibushi no Houmon| Yakuza Secret Technique: Call of the Ancient Samurai Ghosts
Type: Attack
Rank: A
Range: Short
Chakra Cost: 30 (+5 per turn its active)
Damage Points: -
Description: Yakuzas are well known for their aggressive nature. Some have even developed a kind of aura, said to be something only the true warriors could achieve. This aura is caused by the manifestation of the user's own anger, rage, will to fight and agressive nature, which, takes a physical form when mixed up with the user's chakra.
On this technique, the user summons forth that aura which has the same physical appearance as the user, glowing with a red colour (though the colour can change from user to user). It can be seen like a chakra cloak surrounding the user.
This aura can then be manipulated to help the user in combat. It can be used, for example, to mimic the user's own movements and perform them symmetrically or to defend, while the user attacks, etc. It can also be divided in two, so two auras can be used instead of only one, however, any damage the attack performed by the auras would cause is divided in two. (A-rank technique would do 30 damage points instead of 60. S-rank would do 40 instead of 80, etc)
The biggest advantage is that, since it can mimic the user's movements, has a physical form and possesses chakra (due to the user ''feeding'' it), it can perform other techniques the user knows. This aura remains activated for the rest of the battle, as long as the user wants.
- Must be at least Fukuryu (Crouching Dragons) to use

Re: Custom Clan's & Group's Jutsu

Originally Posted by Emperor

( Togesuzumebachi no Ame ) - Rain of Stinging WaspsRank: B
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 20 ( +5 per turn )
Damage: 40
The Nekura clansman opens the portals in the sky, causing Keigoku to fall from the portals like rain, in a shower of individual drops. Any non-Nekura caught in this rain will experience sudden sharp mental pain as the drops touch him. Due to the repeated falling of the Keigoku raindrops, they will not be able to focus enough to use techniques that require intense concentration ( Genjutsu, Fuuinjutsu, Medjutsu, etc. ) and cannot string together more than four handseals without pause.
This technique can be used twice per battle; each use lasts for three turns, and there needs to be two turns gap between each use.
By sheltering under a suitable defense, the effects of this technique can be avoided.
The effects also apply to non-Nekura allies, and so this technique is not useful in combo battles or wars.

~Declined~
Please state how large of a portal you can make. For a B-ranked jutsu I would not expect it to be able to cover the whole battlefield.

( Togesuzumebachi no Ame ) - Rain of Stinging WaspsRank: A
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 30 ( +5 per turn )
Damage: 60
The Nekura clansman opens multiple portals in the sky, each one a few meters wide, causing small drops of Keigoku to fall from the portals like rain, in a shower of individual drops. Any non-Nekura caught in this rain will experience sudden sharp mental pain as the drops touch him. Due to the repeated falling of the Keigoku raindrops, they will not be able to focus enough to use techniques that require intense concentration ( Genjutsu, Fuuinjutsu, Medjutsu, etc. ) and cannot string together more than four handseals without pause.
This technique can be used twice per battle; each use lasts for two turns, and there needs to be two turns gap between each use.
By sheltering under a suitable defense, the effects of this technique can be avoided.
The effects also apply to non-Nekura allies, and so this technique is not useful in combo battles or wars.

||Approved||

( Hadō no Kyūjū: Kurohitsugi ) - Way of Destruction Number Ninety: Black CoffinType: OffensiveRank: ARange: Short-LongChakra: 30Damage: 60Description:
The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below; contact with it makes the opponent's head ache badly. As soon as the box forms fully, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for twelve seconds.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.

~Declined~

Need more information. How long does it take for the walls to form completely? Does the portal releasing chakra from below the person appear on the ground? If it does then they would already be touching the Keigoku giving them an isntant headache.

This is just a personal question (PM me the answer), when they collapse are they still aware of their surroundings and just exhausted or do they pass out?

( Hadō no Kyūjū: Kurohitsugi ) - Way of Destruction Number Ninety: Black CoffinType: OffensiveRank: ARange: Short-LongChakra: 30Damage: 60Description:
The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below ( however the portal from below only appears as the other sides have been fully created ); contact with it makes the opponent's head ache badly. As soon as the box forms fully, which takes a few ( 5 ) seconds, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for twelve seconds.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.||Pending|| PM me about the timing. I don't like the whole "twelve seconds" thing. These increments of time are difficult to determine in the midst of battle, so to avoid a future argument, its best if you settle this now.

( Fōsurai ) - Force LightningType: OffensiveRank: CRange: Short-MidChakra: 15Damage: 30Description:
The user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary ( five seconds ) incapacitation. ~Declined~
Where can you open the portal? Do you open it in front of yourself or can you open it anywhere within midrange? How long are you expecting the “flash” to disrupt doujutsu users/sensors? A typical lightning flash is a split second and is a result from the bightness of the lightning itself. Due to the nature of the Keigoku chakra, I can not allow you to create a sustained “flash” that fills the area (enough to blind a doujutsu user for an extended period of time) with chakra that destroys the opponents mind.

( Fōsurai ) - Force LightningType: OffensiveRank: CRange: Short-MidChakra: 15Damage: 30Description:
The user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal within short range of themselves suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary ( five seconds ) incapacitation. Note: The "sensory/dojutsu blinding" effect lasts long enough for the lightning bolt to travel to mid-range and lasts only during said turn.||Declined|| Change the rank and fix the timing (again, put it in terms of something more suitable for battling rather than seconds)

( Noroidzi Hari no Nami ) - Cursed Blood Needle WaveType: SupplemenaryRank: CRange: Short-LongChakra: 15Damage: N/ADescription:
A simple but effective technique, the Nekura makes three handseals turning any existing Keigoku on the battlefield that he wishes ( such as that from any techniques the opponent dodges or blocks ) into a wave of sharp needles that then shoot at the opponent. Whatever the rank of the Keigoku technique this is used on, the needles will be of that same rank.

~Declined~
The Keigoku that have been blocked become neutralized, therefore unusable. Keigoku that have been dodged become sentient and will only maintain the rank of the technique controlling it. Change the range to “mid” and please state the effect being hit by the needles will have.

( Noroidzi Hari no Nami ) - Cursed Blood Needle WaveType: SupplemenaryRank: CRange: Short-MidChakra: 15Damage: N/ADescription:
A simple but effective technique, the Nekura makes three handseals turning any existing Keigoku on the battlefield that he wishes ( such as that from any techniques the opponent dodges ) into a wave of sharp needles that then shoot at the opponent. Whatever the rank of the Keigoku technique this is used on, the needles will be of that same rank. If struck by the needles, the opponent suffers from drawbacks of the Keigoku attack originally used (common effects are as small as small minor headaches to searing headaches, momentary loss of focus and temporary incapacitation for no more than 10 seconds). Cannot be used on Keigoku attacks of S-rank and higher.
-Can only be used four times per battle.||Approved|| I added a restriction due to the potential for the effects being very severe.

Re: Custom Clan's & Group's Jutsu

(Nykyu Nykyu no Mi: Nykyu no Sacchi) - Paw Paw Arts: Sense of Paw
Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: 20(-5 per turn)
Damage points: N/A
Description: The user will use the basic ability of repelling objects through his paws/hands to his advantage, he/she will repel molecular particles in the air in a way that they bounce on objects/things that cause disturbance in it's path, it happens in a manner similar to how a boomerang works but in a very small arc length manner. Once the particles hit a object/disturbance they will return back to the user and hit his/her palms, thus giving the user intel on an incoming object or that a object is in the users path. This technique can bounce of other techniques like a wave of wind (due to collision of particles). Also if the users paw/hand is directed towards the ground then the user can detect techniques that are coming from the ground as long as they are half a meter away.
- Usable 3 Times- Lasts 4 turns
- After the effects of the technique, user has to wait 1 turn to use it again- The user can stop this technique whenever they will to do so.

||Declined|| It sounds fine, but you need to delete the second bullet and also elaborate on the purpose of the last bullet.

Re: Custom Clan's & Group's Jutsu

I am the new leader of the mandalorians, . The format below is not a submission, but rather the CC abilitites in depth since the Custom Clan techniques was not real clear, The custom clan abilitites were, Increase Speed, Increase Strength, Vibrating Sword to increase Kenjutsu, and Sensing Via the helmet.. The armor activation does not count as one of the user custom clan techs

Mandalorian Armor : Armor Activation
Rank: E-S
Type: Supplementary
Range:Self
Chakra Cost:E=5 D=10, C=15, B=25, A=30, S=40 (+10 Each turn its active)
Damage Points: N/a
Description: This is the basis of the clans abilities. The higher your up in the rank the more your armor will be upgraded to a more powerful state. Each Rank have their own set starting With E Rank Mandolorian, D Rank Mandolorian Scout, C Rank Mandolorian Fighter. Etc.. The activation of the armor is through channeling chakra all throughout the armor . Causing the functions of the armor to activate. The armor's helmet possesses a pair of special lenses on them and foreign chakra to the rest. The foreign chakra is able to almost instantly channel into the human brain from the helmet when foreign chakra is detected inside the body, these lenses are like the Dojutsus that the Uchihas and the Hyuugas possess. These lenses give the user the ability to track the speed as the 3 tomoe sharingan.
Mandolorian: Voice Command JetPack + Immune to B Rank and Below Taijutsu
Mandolorian Scout: Motion and Chakra Sensing Via the helmet
Mandolorian Fighter: Infrared and Heat Seaking Via the helmet
Mandolorian Warrior: A Vibrating Sword that Increase Kenjutsu and Cutting Abilities by +15
Mandolorian Champion: The User will Gain x3 Speed And +20 To Taijutsu in addition to the lenses & Sword
General Mandolores: The Final Upgrade. The User will gain x4 Speed and +40 To Taijutsu in addition to the lenses

:Note: This is passive and must be put in the start of Each Fight. Meaning it dont count as one of the users turn
:Note: The armor can only be active for 3 turns, and must take a cool down of 2 turns to activate againSharingan-esque tracking speed, Byakuyan-esque vision, Infrared, Motion, and Chakra sensing, x4 speed, +40 Taijutsu (equivalent of several Gates), , Flight, and Immunity to B-rank and Below Taijutsu? All of this passive? I don't think so. ||Declined|| Some how, you're going to have to divide up these abilities and make this less OP. This is a Custom Clan signature ability, not a conglomeration of multiple special bio abilities in one.

Custom Clan Jutsu Submissions

(Mandalorian Senpai Yoroi : Seijin Tomo kouyou) - Elder Mandalorian Armor : The Sage of All Elements
Rank : S
Type : Supplementary
Range : Self
Chakra cost : 40 (+15 each turn active)
Damage points : N/A
Description : By focusing a great amount of a specif chakra within the user's armor (depends on the element's nature) , the user gains the ability to become a legend in this specific elements, meaning the user gets a pass to the master of this specific element which is the ability of using any technique of this specific element with the usage of one single handseal, being able to perform it faster than the normal shinobi and addition abilities which depends on the user's rank within the Mandalorian clan. Once the user channels his chakra within his armor, his armor gets the color of the specific element and when activating two elements at the same time the color of the armor becomes a combination of the two specific elements.

Fire Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +10 damage to every fire technique he uses

Water Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any water technique without water source
Mandalorian Master : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source and he gains +5 damage to all water techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use all water techniques without a water source and he gains +10 damage to all water techniques

Earth Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground
Mandalorian Master : In addition to the basic abilities he gets, He can break through B rank and below earth techniques with sheer earth chakra through the hands
Mandalorian Hunter : In addition to the basic abilities he gets, any earth technique without having to be in contact with the ground and he gains +10 damage to all earth techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground he gains +20 damage to all earth techniques

Lightning Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +10 damage to every lightning technique he uses

Wind Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang
Mandalorian Master : In addition to the basic abilities he gets,he becomes able to use wind techniques that requires a fang without the fang in addition to +5 damage to wind techniques
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques

Note : The user can only activate two elements a time
Note : The activation of an element can only be used once per battle
Note : The user cannot activate two elements that possess elemental weakness at the same time, meaning no water and earth at the same time, no fire and water at the same time etc...
Note : Cannot be used unless having a special permission from the General Mandalore and CIC Mandalore

(Mandalorian Senpai: Mandolore Shi) - Elder Mandalorian: Mandolore PrideRank : A
Type : Supplementary
Range : Self
Chakra cost : 30
Damage points : 60 (+5 to Ninjutsu) (+10 to Taijutsu)
Description : The will to keep fighting even if in the worsts situations or simply the will and pride a mandolore has. Mandolorians whom want to keeping fighting for their sheer thirst for blood, will use their will and force from deep within them, to keep fighting and gain a small boost. Only the strongest of the Mandolorian clan members are able to use this, feeling the need to protect their younglings and having too much pride to lose a battle. Upon using their will, the Mandolore gains +5 extra to all ninjutsu they use, and +10 to all taijutsu aswell. After the technique is worn out, the user's stamina decreases depending on the situation. If used at the start of battle then they will decrease -5 on all ninjutsu and -10 to all taijutsu he uses, for the next turn only. If used when being already worn out (after 4-6 turns have passed before using) their stamina will decrease the same way, however, it will remain like that for the following 3 turns.

Note: Only lasts 5 turns.
Note: Only useable x1 per battle.
Note: Must be a mandolorian clan member for atleast 2 weeks, before using.

(Mandalorian Koutetsu: Bushidō Kamikaze) Mandalorian Armor: Warrior's Suicide
Rank: Forbidden
Type: Offensive/Supplementry
Range: Short
Chakra cost: 50
Damage points: 90 (kills the user)
Description: The user triggers an intricate set of explosions within his/her armor and ignites the fuel tank of his armor. {used for the jet pack} A ton of fire instantly emits from the user's armor and engulfs the surrounding area. This fire is powerful and hot enough to incinerate anything within a 5 meter radius of the user including the ground. The fire burns for another 3 seconds and then disappears leaving no trace of anything in that 5 meter radius. The user himself is also incinerated by the fire and cannot escape even with the use of a Space/Time jutsu. This jutsu is a last result for all Mandalorians so that the enemy doesn't learn the secrets of his/her body or his/her armor. It can also be used to bring the enemy down with himself/herself if the opponent is in short range. This jutsu can be activated by 3 methods;
1- When the user dies a hearth beat monitor in the armor senses it and the jutsu is activated.
2- If the user commands the armor via voice control
3- If the user does a 4 Hand-seal code {varies for each Mandalorian} and hits the chest area of his armor
Note: The fire is incredibly fast and hard to escape; Ninja with speed 15 and lower can only escape with a Space/Time jutsu; Ninja with speed 25-16 can also use jutsu that require no hand-seals before the fire kills them; Ninja with speed 40-26 can also use jutsu which requires less than 4 hand-seals; Ninja with speed 50-41 can also use jutsu which requires less than 8 hand-seals; Ninja with speed 50 or more can react regularly. {all speed ratings are based on the speed chart}
Note 2: This counts as the 3 deaths for the bio, so if this jutsu is used the user has to make a new bio

Resubmitting this from mugen

Originally Posted by -Mugen-

Stealth Armor Mode(Suterusuāmāmōdo)
Rank: S
Type: supplementry
Range:short
Chakra cost:40
Damage: N/A
Description: The user switches his armor into a different mode. In this mode the power that boosts the user power and speed is used for a special mechanism that prevents any un-needed chakra to leak from the user,and prevents any chakra from the outside(like for sensor types) to enter the armor in a way that it hides the users chakra from being seen. Hideing the user from chakra sensing abilitys of sensors,byakugan and sharingan.This mode is activated fast.
*can only stay active for 5 turns
*the user can still be normally seen.
*Must be at least a Mandolorian Master
*can only be used 1 times per battle

-Declined. Makes no sense.-

Resubmitting this one from mugenStealth Armor Mode(Suterusuāmāmōdo)
Rank: S
Type: supplementry
Range:short
Chakra cost:40
Damage: N/A
Description: This jutsu is done by the armor erecting a barrier the size of themselves around them. Blocking foreign chakra to enter the body, also suppresing their chakra, and blocking their physical presence from normal eyes, thus causing the user to become invisible. Dojutsu users and sensors can see through it,.
*can only stay active for 3 turns
*Must be a mandalorian warrior to use
*can only be used 1 times per battle

||All Pending|| I will edit this post with whatever changes you wish to make to the armor to make it approvable, but until then, I cannot approve any of the above.

Re: Custom Clan's & Group's Jutsu

Lord of Kaos personal submissions for the Nekura Clan. Permission granted by SY to submit the first, with no guarantees on approval.
1. ( Nekura Ichizoku Hijutsu: Kuri Arashi no Hansenshugi )- Nekura Clan Secret Technique: Dark Storm of the Tranquil Demon
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description : One of the most powerful forbidden Nekura technique accessible to only a select few of Anshoku's clansmen. The user creates a portal a few inches in front of his mouth and channels large amounts of Keigoku through it. As he channels the Keigoku through it, he compresses it greatly, causing it to change in nature, becoming incredibly dense, taking up a corporeal form, resulting in a dark purple compressed sphere of destructive force. As it's released, the basketball sized sphere of keigoku disappears through a portal a meter in front of the user. Upon entering the portal, the amount of keigoku inside the sphere increases from being in direct proximity of its power source and the size of it grows exponentially, growing to the size of a 10 meter high sphere of malevolent chakra gaining in size and power. A third portal will then open in a location of the field, at least 5 meters from it's target and a vibrant purple light will begin to emanate from it ( this light doesnt blind nor confuse enemies or sensors) for a brief moment before the enlarged keigoku attack is released at great speeds, carving the earth as it travels towards its target. Upon contact, the sphere hits with great force, causing severe pain to the target and sending them hurling away with the Keigoku sphere. Being a Keigoku natured attack, physical damage is not all that is inflicted upon a target. As the sphere makes contact, the target mind feels massive migraines, and lightheadedness. Prolonged exposure with the Keigoku will cause the target to pass out from exhaustion.
However as incredible a technique it is, it holds some rather severe limitations. The user is only able to use it twice a fight, each time with a 4 turn break in between usage. The user also cannot use any Keigoku jutsu the next 2 turns and no S-ranks and above the next turn.
Due to the large amount of chakra needed to channel the Keigoku, the user is only able to use one other jutsu that turn. Despite being Keigoku natured, this jutsu is able to be crash through most S-ranked defenses with a tangible shape before dissipating.
The sphere is also able to be used against a target before the second portal is created. However this version is notably weaker than the full powered version, being able to be stopped by A ranked defenses. If the enemy is hit with the initial ball, then they will suffer from a mild migraine and slight fatigue. The user is only capable of releasing this jutsu two times before becoming so exhausted he will be unable to move for three turns.||Approved||

2.( Tenmagiragira ) - Glare of the Demon
Rank: S
Type: Offensive
Range: Short - Long
Chakra: 40
Damage: 80
Description: When using the Jagan, Akuma noticed that should a foe avoid eye contact, the entire technique would be useless. He began studying the Jagan jutsu with great detail and came up with a way to solve this problem. Using the basis behind the Jagan, the basis of transferring Keigoku through eye contact alone, the user gathers chakra in his eyes and focuses on a point. As he focuses, he uses that extreme amount of chakra to force a portal to open a meter from his target. Upon opening the portal, the user channels great amounts of Keigoku to flow out in a concentrated stream of Keigoku, causing great mental agony on contact with a foe. As it is derived from the Jagan, the portal doesn't require hand seals to open them, only a line of sight with the target, and as such, chakra sensors and doujutsu users will be able to see the build up of chakra in the users eyes though this doesn't necessarily give them adequate time to defend. Opponents moving faster than the eye can focus will not be able to be focused on. By moving his eyes in movement with the target, the user is able to cause the streams of Keigoku to follow the target. However if he does this, he is unable to use any other attack as he controls and manipulates the Keigoku. Upon opening the portal to draw the Keigoku out, it takes a very short time to exit the portal.
As powerful as the secret jutsu is, it has a few limitations to it's power. Only capable of being used twice with a period of at least 3 turns in between use, the user isn't able to use any Keigoku for 2 subsequent turns as well as jutsus above A rank that turn
Thought it lasts as long as the user can focus his eyesight and maintain it on the target, the technique cannot be used longer than one turn obviously. After releasing the technique, the user is left extremely fatigued.||Approved||

Re: Custom Clan's & Group's Jutsu

Originally Posted by Kirabi

Jutsu for anyone who is NB Jinchuuriki for the Jinchuuriki Group.

Bijutsu| Shikkyaku Jigoku - [Tailed Beast Skill| Descending Hell]

Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: In incomplete form the user propels themselves into the air high above the opponent, and forms multiple Tailed beast Chakra Arms that scatter around the arena. Each chakra arm carries enough force to create large craters on contact with the ground.
[Usable Once]

||Declined|| The description is severely lacking.

Bijutsu| Kousei - [Tailed Beast Skill| Regeneration]

Rank: A
Type: Supplementary
Range: -
Chakra Cost: 30
Damage Points: -
Description: The user will call forth a big deal of his Tailed Beast's chakra. This technique follows the same concept as the Bijuu transformation, however, it will happen in a much smaller scale. Upon on focusing a great amount of his Bijuu chakra on a desired part of his body, the chakra will transform itself into tissues and even bones like we saw in Naruto's Six Tailed Transformation and Kirabi's 2nd Version. However, by manipulating the chakra, the user can create tissues and bones at his will, being able to re-create a lost limb or even connect body parts which were cut in half.
[Usable Once]

||Declined|| This needs a bit more restriction. Such a technique should take some form of toll on you, and to be clear, limit it to lost limbs alone. If you're bifurcated, you should not be able to regenerate from that (you aren't Orochimaru).

Bijutsu| Chakra Jaguchi - [Tailed Beast Skill| Chakra Tap]

Rank: A
Type: Supplementary
Range: -
Chakra: 30
Damage: (+15 to techniques, +5levels to speed)
Description: The user taps into their bijuu's chakra reserves and uses that chakra instead of their own. Since the bijuu's chakra is stronger then the Jinchuuriki's the user is granted a boost in speed, power and strength. This can be better visualized as the state Naruto went into when the Nine-Tails Chakra was first released in the fight with Haku.
[Usable Once]
[Last 3 Turns]

||Pending|| I'm fine with this concept, but the +5 to speed is unnecessary and unneeded. See me about the +15 as well.

Bijuu no Kyuubachi Buki| Nine Cursed Weapons of the Tailed Beasts

Rank: S
Type: Supplementary
Range: -
Chakra Cost: 40 (to summon)
Damage Points: -
Description: These are 9 swords, created by the Sage of the Six Paths in order for the Jinchuurikis to control their Bijuus so they wouldn’t roam free, spreading destruction trough the world.
These swords increase the control a Jinchuuriki has over his bijuu and amplifies the power of both. This results in an increase of power on the elements/affinities the bijuu has an affinity with and on a better control by the part of the jinchuuriki over his bijuu, allowing him to use techniques he could only use on his incomplete form, by using his bijuu chakra to create a single chakra arm for example. Each weapon can only be wielded by it’s respective jinchuuriki as the weapon only reacts to its respective Bijuu chakra. Tough of great power, they come with their own risks: +10 chakra per turn to keep active or to activate, meaning after 5 turns, the user will feel like if he has used a forbidden ranked technique. The weapons and their abilities are the following:

Halberd of Shukaku
- A halberd usable only by the host of Shukaku and similar to the one Gaara made when using his Ultimately Hard Absolute Attack: Spear of Shukaku technique. Usually carried on the user’s back due to its size. It increases his Sand and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it.

Giant Fan of Bakemono
- A giant folding fan usable only by the host of the Bakemono. It’s usually carried on the user’s back due to its size. It increases his Fire and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it.

Staff of Kyodaigame
- A great black staff, more or less the size of a man, usable only by the host of the Kyodaigame. Usually carried on the user’s back due to its size. It increases his Water and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it

Arm Braces Of Saru
- Two great arm braces which covers the user’s entire forearm, similar to the one used by Shimura Danzo and only usable by the host of the Saru. It increases the user’s Lava and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it

Gunbai of Irukauma
- A war fan, similar to the one used by Uchiha Madara and usable only by the host of the Irukauma. Usually carried on the user’s back due to its size. It increases the user’s Steam and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it

Flute of Namekuji
- A flute, which doesn’t produce sound, but bubbles, usable only by the host of the Namekuji. It increases the user’s Bubble and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it

Armor of Kabutomoshi
- A full body armor which doesn’t conduct lightning, usable only by the host of the Kabutomoshi. It duplicates the user’s speed and strength, also, it increases his Taijutsu and Bijutsu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it

Broadsword of Kyogyu
- A big and rectangular broadsword, similar to the one used by Zabuza, except it doesn’t have the circle and semicircle on it, usable only by the host of the Kyugyu. It increases the user’s Ink and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it

Tanto Of Kitsune
- A simple and double edged small katana, usable only by the host of the Kitsune. It increases the user’s Bijuu techniques by 15 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it.

__________
*Each weapon may only remain active for 5 turns during the entire match, being used the five consecutive turns or with intervals
*After those 5 turns have passed, the user will feel tired as these weapons consume a huge amount of chakra
*User will receive 2 damage points per turn
*Each weapon can only be wielded by its respective jinchuuriki. The weapons will reject any other chakra by sending a shockwave to whoever is wielding them.
*If used at the same time with the Incomplete Form, as soon as that form ends, the user will go unconscious and his bijuu will take control over him, instantaneously activating Full Bijuu Mode

||Pending|| See me regarding this technique.

Bijutsu| Shikkyaku Jigoku - [Tailed Beast Skill| Descending Hell]
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: In their incomplete form the user propels themselves into the air high above the opponent. From there they form numerous arms made of their tailed beast's chakra from their back and arms and has them rain down on the opponent and the battlefield. Each arm crashes into the ground with tremendous force leaving a modest sized crater in its wake.
[Usable Once]

Bijutsu| Kousei - [Tailed Beast Skill| Regeneration]
Rank: A
Type: Supplementary
Range: -
Chakra Cost: 30
Damage Points: -
Description: This technique follows the same concept as the Bijuu transformation, however, it will happen in a much smaller scale. The user will call forth a large amount of his tailed beast's chakra. Upon focusing a great amount of his Bijuu chakra on a desired part of his body, the chakra will transform itself into tissues and even bones like we saw in Naruto's Six Tailed Transformation and Kirabi's 2nd Version. However, by manipulating the chakra, the user can create tissues and bones at his will, being able to re-create a lost limb or heal deep gashes. Though like their transformations, these limbs don't last long and will decompose and fall away.
[Usable Once]
[Healed injuries last for three turns after use before reverting]

Bijutsu| Chakra Jaguchi - [Tailed Beast Skill| Chakra Tap]
Rank: A
Type: Supplementary
Range: -
Chakra: 30
Damage: (+15 to taijutsu, +10 to ninjutsu)
Description: The user taps into their bijuu's chakra reserves and uses that chakra instead of their own. Since the bijuu's chakra is stronger then the Jinchuuriki's the user is granted a boost in speed, power and strength. This can be better visualized as the state Naruto went into when the Nine-Tails Chakra was first released in the fight with Haku.
[Usable Once]
[Last 3 Turns]

Bijuu no Kyuubachi Buki| Nine Cursed Weapons of the Tailed Beasts
Rank: S
Type: Supplementary
Range: -
Chakra Cost: 40 (to summon)
Damage Points: -
Description: These are 9 swords, created by the Sage of the Six Paths in order for the Jinchuurikis to control their Bijuus so they wouldn’t roam free, spreading destruction trough the world.
These swords increase the control a Jinchuuriki has over his bijuu and amplifies the power of both. This results in an increase of power on the elements/affinities the bijuu has an affinity with and on a better control by the part of the jinchuuriki over his bijuu, allowing him to use techniques he could only use on his incomplete form, by using his bijuu chakra to create a single chakra arm for example. Each weapon can only be wielded by it’s respective jinchuuriki as the weapon only reacts to its respective Bijuu chakra. Though of great power, they come with their own risks: +10 chakra per turn to keep active or to activate, meaning after 5 turns, the user will feel like if he has used a forbidden ranked technique. The weapons and their abilities are the following:

Bone of Shukaku
-A halberd usable only by the host of Shukaku. It is said to be made from the sand of Shukaku's own body and looks similar to the one Gaara made when using his Ultimately Hard Absolute Attack: Spear of Shukaku technique. Usually carried on the user’s back due to its size. It increases their Sand and Bijuu techniques by 10 points and allows them to perform some techniques which require the Incomplete Bijuu Form without activating it.

Claws of Matatabi
-A pair of metallic claws usable only by the host of Matatabi. They appear as normal gloves at first, but when activated three blades of blue fire extend from them. It is said these flames are from the body of the Nibi itself. They increase the user's Fire and Bijuu techniques by 10 points and allows them to perform some techniques which require the Incomplete Bijuu Form without activating it.

Shell of Isobu
-A large shield usable only by the host of Isobu. It is a round and resembles the shell of a tortoise, and is said to be carved from the Sanbi's shell itself. Usually carried on the user’s back due to its size but weilded with one arm when activated. It can defend against C-rank and below attacks and increases his Water and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it.

Arms Of Son Goku
-Two great arm braces usable only by the host of Son. They cover the user’s entire forearm, similar to the one used by Shimura Danzo. It is said they were forged using the cooled lava of the Yonbi himself. It increases the user’s Lava and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it

Horn of Kokuo
-An ivory horn usable only by the host of Kokuo. It is hollow and open on both end and looks similar to the ones on the top of the Gobi's head. It is said this horn was in fact the tip of one of those same horns. Its usually carried strapped on the user’s waist. It increases the user’s Steam and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it

Voice of Saiken
-A bamboo flute usable only by the host of Saiken. Instead of producing sound, it releases bubbles which are created from a fluid said to be part of the body of the Rokubi. It increases the user’s Bubble and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it

Lucky Charm of Chomei
-A folding fan usable only by the host of Chomei. It has six sections each resembling the wing of an insect and a leather "tail" that raps around the bearer's arm, holding the fan in place. It is said the wings of the fan were created from the wings of the Nanabi himself. It increases her Wind and Bijutsu techniques by 10 points and allows her to perform some techniques which require the Incomplete Bijuu Form without activating it

Tentacle of Gyuki
-A long and thick whip usable only by the host of Gyuki. Its leathery in appearance and has one side that is covered in a line of circular suction cups allowing it to latch on tightly to anything it touches. It is said it was created from one of the tails of the Hachibi itself. It normally sits wrapped around the wielder's waist doubling as a belt or sash. It increases the user’s Ink and Bijuu techniques by 10 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it

Fang Of Kurama
-A simple and double edged small katana usable only by the host of Kurama. It is said it was forged from the left canine of the Kyuubi itself. It increases the user’s Bijuu techniques by 15 points and allows him to perform some techniques which require the Incomplete Bijuu Form without activating it.

__________
*Each weapon may only remain active for 5 turns during the entire match, being used the five consecutive turns or with intervals
*After those 5 turns have passed, the user will feel tired as these weapons consume a huge amount of chakra
*User will receive 10 damage points per turn
*Each weapon can only be wielded by its respective jinchuuriki. If anyone other than them attempt to wield the weapon, the Bijuu's chakra will seep into their skin causing a strong burning sensation causing them to release it.
*If used at the same time with the Incomplete Form, as soon as that form ends, the user will go unconscious and his bijuu will take control over him, instantaneously activating Full Bijuu Mode||All Declined||

Re: Custom Clan's & Group's Jutsu

Originally Posted by Teño

I am the new leader of the mandalorians, . The format below is not a submission, but rather the CC abilitites in depth since the Custom Clan techniques was not real clear, The custom clan abilitites were, Increase Speed, Increase Strength, Vibrating Sword to increase Kenjutsu, and Sensing Via the helmet.. The armor activation does not count as one of the user custom clan techs

Mandalorian Armor : Armor Activation
Rank: E-S
Type: Supplementary
Range:Self
Chakra Cost:E=5 D=10, C=15, B=25, A=30, S=40 (+10 Each turn its active)
Damage Points: N/a
Description: This is the basis of the clans abilities. The higher your up in the rank the more your armor will be upgraded to a more powerful state. Each Rank have their own set starting With E Rank Mandolorian, D Rank Mandolorian Scout, C Rank Mandolorian Fighter. Etc.. The activation of the armor is through channeling chakra all throughout the armor . Causing the functions of the armor to activate. The armor's helmet possesses a pair of special lenses on them and foreign chakra to the rest. The foreign chakra is able to almost instantly channel into the human brain from the helmet when foreign chakra is detected inside the body, these lenses are like the Dojutsus that the Uchihas and the Hyuugas possess. These lenses give the user the ability to track the speed as the 3 tomoe sharingan.
Mandolorian: Voice Command JetPack + Immune to B Rank and Below Taijutsu
Mandolorian Scout: Motion and Chakra Sensing Via the helmet
Mandolorian Fighter: Infrared and Heat Seaking Via the helmet
Mandolorian Warrior: A Vibrating Sword that Increase Kenjutsu and Cutting Abilities by +15
Mandolorian Champion: The User will Gain x3 Speed And +20 To Taijutsu in addition to the lenses & Sword
General Mandolores: The Final Upgrade. The User will gain x4 Speed and +40 To Taijutsu in addition to the lenses

:Note: This is passive and must be put in the start of Each Fight. Meaning it dont count as one of the users turn
:Note: The armor can only be active for 3 turns, and must take a cool down of 2 turns to activate againSharingan-esque tracking speed, Byakuyan-esque vision, Infrared, Motion, and Chakra sensing, x4 speed, +40 Taijutsu (equivalent of several Gates), , Flight, and Immunity to B-rank and Below Taijutsu? All of this passive? I don't think so. ||Declined|| Some how, you're going to have to divide up these abilities and make this less OP. This is a Custom Clan signature ability, not a conglomeration of multiple special bio abilities in one.

Mandalorian Armor : Armor ActivationRank: E-ForbiddenType: SupplementaryRange:SelfChakra Cost:E=5 D=10, C=15, B=25, A=30, S=40, Forbidden: 50 (+10 Each turn its active)Damage Points: N/aDescription: This is the basis of the clans abilities. The higher your up in the rank the more your armor will be upgraded to a more powerful state. Each Rank have their own set starting With E Rank Mandolorian, D Rank Mandolorian Scout, C Rank Mandolorian Fighter. Etc.. The activation of the armor is through channeling chakra all throughout the armor . Causing the functions of the armor to activate. The armor's helmet possesses a pair of special lenses on them and foreign chakra to the rest. The foreign chakra is able to almost instantly channel into the human brain from the helmet when foreign chakra is detected inside the body, these lenses are like the Dojutsus that the Uchihas possess to a limit. These lenses give the user the ability to track the speed as the 1 tomoe sharingan. The armor and all it's abilities can then be controlled via voice command. The armor is made from a special chakra emitting metal and can deflect simple kunai & shuriken without receiving damage. The armor transmits data to it's user allowing the user to effectively use his 5 sense(including touch) All armors have communicators inside of them aswell, to communicate with each other even while inside the armor. Furthermore the Mandalorian armor has many sensing aids which boost the user's visual perception. Also the part of the armor covering the users mouth can open if there is a concentration of chakra in the user's mouth, allowing the user to spew out attacks normally. The armor's jet-pack is operated by a fuel tank which is compartmentalized to prevent accidental explosions.Jet-Pack: The user gains the ability to fly and maneuver in sky using his pressurized Jet-pack. The Jet-Pack moves the user around at his/her base speed level. Can fly for two turns at a time with a one-turn recharge time. The jetpack can be used a total of five times before it runs out of fuel.
Immunity to C-rank and Below Taijutsu as well as Simple Weapons: Due to it's strong material the Mandalorian armor can absorb the damage dealt by C-rank and below Taijutsu. -Chakra Sensing Using the armors helment the user gains the ability to see chakra but not differentiate between shadow clones.-Motion Sensing: The helmet allows the user to better track and see objects in motion. This ability is equivalent to the motion sensing of a 1T Sharingan.-Infrared and Heat Seeking: The armor's helmet allows the user to see and seek heat signatures using infrared vision.-Vibrating Sword: By vibration his sword the user can increase his cutting ability as well as the power of his Kenjutsu (+15). This can be done twice per battle and lasts for two turns.-Speed Stimulants LVL 1: The user's speed is increased 50%. Lasts for two turns.
-Speed Stimulants LVL 2: The user's speed is doubled. Lasts one turn.-Strength Stimulant LVL 1: The user's power is increased and all his Taijutsu deal +15 damage. Lasts two turns.-Strength Stimulants LVL 2: The user's power is increased and all his Taijutsu deal +30 damage. Lasts one turn.

-Once a stimulant is used, the user must wait two turns before using another stimulant again.
-One speed and one strength stimulant may be used at the same time, but afterward the armor must wait two turns to recharge, causing the user to temporarily lose all armor-based Mandalorian abilities.

Re: Custom Clan's & Group's Jutsu

These will be for people that have an approved Uzumaki Clan bio. The Uzumaki being known for there strong life force and outstanding knowledge with Fuuinjutsu. The Custom submissions for this group will revolve around these traits.

(Fuuinjutsu: Doragon) Sealing Technique: Dragon
Type: Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: N/A
Description: The user will pull out a small scroll and place it in front of them. This scroll will have the for "Dragon" on it. The used will focus there chakra into the scroll activating it's effects. Once activated, a semi-transparent dragon will erupt from the scroll and head for it's target. If this dragon comes into contact with a Jutsu that is equal in Rank or less. It will consume the Technique and pull it back into the scroll sealing it completely. If it comes into contact with an Opponent, it will bite down on there chakra itself and rip out a chunk of the opponents chakra, sealing it. This will cause the opponent to feel tired and drained making them unable to use techniques above B-ranked for the fallowing 2 turns.Note:
-Can only be used by someone from the Uzumaki Clan
-This Jutsu can only be taught by Serpent||Declined|| Too powerful for an A-rank jutsu. Raise the rank and/or restrict it.

(Fuuinjutsu: Awadame Ji) Sealing Technique: Barrier Destruction
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra Cost: 20
Damage points: N/A
Description: If the user finds themselves trapped in a Barrier. They will pull out a small tag with a pre-drawn seal. They will then proceed to place this Seal upon the Barrier. This will activate the Seal causing a short range area of the barrier to be seal away forming a whole. It will allow escape from the Barrier. Note:
-Can only be used by someone from the Uzumaki Clan
-This Jutsu can only be taught by Serpent||Declined|| Restrictions? Also, define what kind of barriers this works on. Will it work on a dome of solid rock, for example?

(Fuuinjutsu/Genjutsu: Uzumaki Toppyoushimonai) Sealing Illusion Technique: Uzumaki Madness
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage points: N/A (80 mental pain)
Description: The user will place a tag upon the enemies body locking them in a Genjutsu. This Genjutsu makes the opponent freeze in place as there mind fills with crazy and random thoughts while images flash before there eyes. This will quickly overload the opponents mind making blood drip from there eyes and ears as the mental pain takes it's toll. Unlike normal Genjutsu's, this one can not be broken by Normal means, but will need to be removed from the users body in order to de-spell the Illusion or wait until the Seal wears off.Note:
-Can only be used by someone from the Uzumaki Clan
-Seal wears off after 2 turns
-This Jutsu can only be taught by Serpent||Declined|| Overpowered.

Re: Custom Clan's & Group's Jutsu

Submissions for the valentine clan

Chaos (Ranmyaku)Rank: SType: SupplementaryRange: ShortChakra cost: 40 (+10 per turn)Damage Points: N/aDescription: Chaos is a morphing technique born of negative and dark memories and the sins of the user; it’s a person dark side taking physical form, an executioner and harbinger of death who comes during the user’s state of mental imbalance. Chaos has a satanic appearance, large black wings, pale skin and yellow glowing eyes. Adding to the theme, the hairs grows longer and stiffens making spikes along with the users cloth, being shredded in various areas. Gauntlets and knee guards appears that reflect a demon’s limbs and metallic ribs cover the abdominal area. The user’s chakra becomes similar to that of a cursed seal, dark and purple-ish in color. The area where the user’s heart is present begins to glow.
Advantages:
-Grants flight
-Murderous intent improves by 5 fold. And user becomes emotionless therefore providing immunity against genjutsu, killing intent and any other technique that affects the users emotions. User is still affected to genjutsu that do not affect the emotions however.
-User gains the ability to sense murderous intent, distinguish between several people and determine the strength of each person’s killing intent.
-User’s Fire and Lightning techniques do additional damage (+15) due to natural energy.
-User’s Genjutsu improves by 1 rank, excluding forbidden techniques. I.e. B rank genjutsu becomes A rank, and A rank becomes S rank. But S rank and forbidden ranked genjutsu don’t improve.
Restrictions:
-Lasts 4 turns
-User is unable to use Sage Morph techniques for 2 turns after the mode ends.
-Cannot be activated at the same time as other mode, including other transformations.
-Usable By Dark Crusader and above||Approved|| Made it 4 turns

Death Gigas (Kyoujin Ojou)Type: SupplementaryRank: SRange: Short Chakra: 40 (20/turn)Damage:Description: Death Gigas is the second transformation of Valentines, after Chaos. Like all transformations of the Valentine Clan, Death Gigas too represents a horror or terror faced by society. If Chaos is the physical representation of occult and satanic practices, Death Gigas could be considered the horror of science, a mutated unstable lab experiment. The transformation is slow to take effect and reaches mature form after two complete turns has passed since the activation.
Activation: The user performs a series of hand seals activating the body as it begins to absorb natural energy continuously. Immediately after activation the user’s physical prowess improves comparable to that of a standard Sage mode user. This involves body durability and physical strength alone. The technique is the most premature state of transformation and there is no visible difference in appearance.
Initial Stage, Giga Dunk: The user achieves stage one after 1 complete turn has passed since activation. By this stage, the user has absorbed enough natural energy to induce a change in his appearance. His body begins to bulk up, increasing both muscle mass and height. Natural energy’s distribution on a cellular level result in the user transforming into a hulking monster. The intense amount of natural energy present in the users body makes his skin green and he gains berserking tendencies similar to Jugo’s Clan. Despite that he still maintains his composure and is able to make logical actions. The transformation raises the user’s speed comparable to standard Sage mode and his physical strength 2x (For Taijutsu techniques and Ninjutsu that involve physical strength).
Final Stage, Live Wire: Live Wire is the final stage of Death Gigas manifesting the real form of this transformation. The stage requires immense amounts of Natural energy that only a Valentine could handle. The mode raises the muscle mass to maximum the human body could allow. Even when all natural energy is used up to induce this sudden growth, the transformation still continues to collect more. As result a green aura appears around the user because of the condensed senjutsu chakra leaking from the body, bolts of electricity appear as well. The stage is named after this particular appearance, “Live Wire” refers to the wires of electricity flowing through the body. The final ability granted by this stage is not the boost in physique, its a cellular mutation. The initial stage Gige Dunk spreads natural energy across the body on a cellular level, reaching this stage suggests that the mutation took effect and the cells have been augmented. Sage mode makes the body stronger, Death Gigas makes the humans cells stronger: A human cell has a fixed capacity of absorbing energy, the amount of energy body always maintains within itself is roughly 100 watts. Exceeding this limit too much results in cellular damage and the primary advantage of Death Gigas is that this limit is exceeded way beyond normal with the help of natural energy. This makes the user incredibly resistant to damage, granting complete immunity to techniques up to A rank (within reason). The user also gains tremendous physical strength allowing the user to lift up large summon with relative ease (Ordinary Sage mode allows the user to lift objects many times larger than himself. Reference: Naruto lifted the toad statue right after entering sage mode) as well as to jump huge distances easily across the field.
Disadvantages:
-Once the transformation is initiated it cannot be stopped or prevented, unless done forcefully using Anti Senjutsu equipment. (Check clan description)
-Altogether the transformation Lasts 5 turns, and requires 2 turns to mature leaving the actual transformation usable only for 3 turns.
-Genjutsu cannot be used once Giga Dunk stage is reached. The user cannot use Ninjutsu above A rank once Live Wire is reached and the user is left severely exhausted once the transformation ends.
Restriction: Usable once per battle.
Dark Knight Rank or Higher||Declined|| I don't quite like the idea of being in a state that forces your opponent to use nothing but S-F ranked jutsu for 3 turns just to harm you. It's excessive.

Valentine’s Cursed Seal (Tanabata Juinjutsu)Type: SupplementaryRank: S Range: Short-Long (can only be applied at close range)Chakra: 40 Damage: 80 Description: A technique that brings a member of the Valentines under the control of the user. The techniques works similarly to Hyuuga’s Juinjutsu, and is only taught to the high ranking members of the clan and select officials of the Rain village/Akatsuki as a countermeasure against betrayals. The seal is placed on all members of the Clan upon joining and is automatically activated upon death. The seal has numerous functions, primarily causing an extreme paralysis with a single Seal of Confrontation, the same way Danzo’s Juinjutsu works. The curse seal has the appearance of a Black Heart placed on the right side of the members chest. When activated sealing scripts pour out of the heart and bind the body.
The secondary function of the seal is to completely this destroy the victim’s body. The function activates automatically upon Death but can also be forcefully triggered by a user of this technique. When activated, the Black heart on the chest breaks apart and splits into two. This makes the seal unstable and the effects extends to the victims body, the seal absorbs natural energy at an extreme rate quickly petrifying the victim into a statue form. This both kills the victim (If he’s alive) and completely destroys the D.N.A rendering the body unusable.
Alternatively, the technique could also be applied on opponents in the middle of battle by striking the chest. The seal has the same effects of paralysis and petrification even on Non-Valentines. Also, activating the seal against an opponent counts as one of the user's 3 jutsu per turn.
Note: Can only be 3 times per conflict.||Approved||

Re: Custom Clan's & Group's Jutsu

Originally Posted by Lord of Kaos

I have Emperor's permission to resubmit these in his place as well as the creation of other Nekura jutsu. As the second wasn't really specified as to why it was declined, I'm resubmitting it with various limits in an attempt to make it less powerful while keeping it's usefulness.

( Kaijuku ) - Obscuring Void
[/B]Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra: 50
Damage: 90
The most powerful offensive technique of the Nekura clan, the Nekura will make 5 handseals and focus, opening a large portal ( 5 metres in diameter ) about a metre above the opponent. The portal will then spew out so much Keigoku that it looks like a dark beam at high speeds. The beam blankets the whole area under it with Keigoku, completely destroying the minds of any and all opponents caught in it.
The beam is fast enough that only very speedy techniques involving quick motion ( or a fast, suitable defense ) can avoid it - such as the FTG, EIG etc. However, simple motion, like pushing off with wind is not fast enough.
The technique can be used only once per battle. After using this technique, the Nekura takes 20 damage and is so exhausted that he starts bleeding internally for three turns, limiting his Taijutsu abilities to almost non-existent ( he can only move and fight normally, cannot use any Taijutsu techniques). No Keigoku techniques can be used for three turns after.||Pending|| See me about the bolded? I want clarification.

1. ( Kaijuku ) - Obscuring Void
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra: 50
Damage: 90
The most powerful offensive technique of the Nekura clan, the Nekura will make 5 handseals and focus, opening a large portal ( 5 metres in diameter ) about a metre above the opponent. The portal will then spew out so much Keigoku that it looks like a dark beam at high speeds. The beam blankets the whole area under it with Keigoku, causing any sentient being caught under it to suffer from severe mental pains, causing the victim to suffer from dementia from prolonged exposure to dense concentrated Keigoku.
The beam is fast enough that only very speedy techniques involving quick motion ( or a fast, suitable defense ) can avoid it - such as the FTG, EIG etc. However, simple motion, like pushing off with wind is not fast enough.
The technique can be used only once per battle. After using this technique, the Nekura is so exhausted that he cannot use any jutsu that require high concentration including fuuinjutusu, kinjutsu, medjutsu, and any elemental jutsu of S rank and higher for 2 turns, though he and his opponent suffer this drawback. Only one other Keigoku jutsu can be used the same turn this is used and the subsequent two turns as well. ||Approved|| Removed the stroke part, naturally.

( Hansenshugi no Madokaoni ) - Tranquil Demon of PacifismRank: Forbidden
Type: Offensive/Defensive
Range: Short
Chakra: 50 ( +10 per turn )
Damage: 90
The strongest defensive technique of the Nekura Clan, the member opens portals surrounding himself on all sides, an technique and 'drains' the 'life' of the technique - i.e. - much like a human Nekura uses Keigoku to drain life from a person, the chakra-based construct uses Keigoku to drain the chakra of the incoming techniques. This disallows any chakra-based attack to pass through the technique and strike the Nekura.
However, there are a few inherent weaknesses to this. First, the construct cannot drain away the life of people. It can only drain techniques, much like a human Nekura can only drain people and not techniques. Second, per turn, it can only drain away techniques equal to 40 chakra points. Any more will bypass and strike the Nekura. Third, though it may drain the chakra from said techniques, those with a physical substance and enough force will still continue forward, just devoid of chakra at this point and slightly weaker ( -1 rank ). This means that a fast and strong enough physical jutsu of S rank and higher will be able to knock the user from the inside of the technique, causing his hold on it to cease and end.
Also, if an opponent, regardless of speed, touches the technique, his mind short-circuits and he collapses before he can penetrate it. However, the faster the opponent, the less damage he takes - opponents in 5th Gate and above can pull back fast enough to ensure only minor headaches.
The Nekura must have had special training from the clan head to use this technique and must be Black Knight rank or above. Furthermore, the Nekura can only use this technique once, which lasts until destruction or until the user is forced from the inside of the technique . When this technique is activated, no other Keigoku techniques can be used. If this technique is bypassed and the Nekura wounded severely, the technique dies and the Nekura collapses unable to move from his place for the rest of the battle; he can only use Ninjutsu or Genjutsu to fight. If the "oni" uses his club to strike a foe, it will count as a move of the user's 3 per turn ||Declined|| The mind short-circuits? Remove that

2. ( Hansenshugi no Madokaoni ) - Tranquil Demon of Pacifism
Rank: Forbidden
Type: Offensive/Defensive
Range: Short
Chakra: 50 ( +20 per turn )
Damage: 90
The strongest defensive technique of the Nekura Clan, the member opens portals surrounding himself on all sides, and massive amounts of Keigoku emerge from the portal to engulf him and everything in short range of him with Keigoku chakra. When the portals disappear in a few quickly, the Nekura is enshrouded by a three metre tall construct of Keigoku in the guise of an oni, or demon. The construct wields a kanabo, or club, compoaed of Keigoku which it swings at opponents who come close enough. The construct's defensive nature, however, comes from the fact that it is able to perform a modified version of the Keigoku special ability Drain. When an opponent's technique strikes it, it smothers the technique and 'drains' the 'life' of the technique - i.e. - much like a human Nekura uses Keigoku to drain life from a person, the chakra-based construct uses Keigoku to drain the chakra of the incoming techniques. This disallows any chakra-based attack to pass through the technique and strike the Nekura.
However, there are a few inherent weaknesses to this. First, the construct cannot drain away the life of people. It can only drain techniques, much like a human Nekura can only drain people and not techniques. Second, per turn, it can only drain away techniques equal to 40 chakra points. Any more will bypass and strike the Nekura. Third, though it may drain the chakra from said techniques, those with a physical substance and enough force will still continue forward, just devoid of chakra at this point and weaker ( -1 rank ). This means that a fast and strong enough physical jutsu of S rank and higher, excluding those grown under the user, will be able to knock the user from the inside of the technique, causing his hold on it to cease and end.
Also, if an opponent, regardless of speed, touches the technique, he suffers great mental agony and trauma, similar to being subjected to Tsykuyomi, and also causing strokes and migraines with prolonged contact. However, the faster the opponent, the less damage he takes - opponents in 4th Gate and above can pull back fast enough to ensure only minor headaches
The Nekura must have had special training to use this technique and must be Black Knight rank or above. Furthermore, the Nekura can only use this technique once, which lasts until destruction or until the user is forced from the inside of the technique . If this technique is bypassed and the Nekura wounded severely, the technique dies and the Nekura collapses unable to move from his place for the rest of the battle; he can only use Ninjutsu or Genjutsu to fight. If the "oni" uses his club to strike an enemy ninja, it will count as a move of the user's 3 per turn. The club has a reach of up to Mid range of the user.
Each oni takes on a difference appearance depending on the user, with some Oni's having different melee ranged weapons, such as a sharp sword in place of a stick or club, all made of Keigoku. ||Approved|| Changed the bolded numbers.

Originally Posted by Lord of Kaos

( Hadō no Kyūjū: Kurohitsugi ) - Way of Destruction Number Ninety: Black CoffinType: OffensiveRank: ARange: Short-LongChakra: 30Damage: 60Description:
The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below ( however the portal from below only appears as the other sides have been fully created ); contact with it makes the opponent's head ache badly. As soon as the box forms fully, which takes a few ( 5 ) seconds, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for twelve seconds.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.||Pending|| PM me about the timing. I don't like the whole "twelve seconds" thing. These increments of time are difficult to determine in the midst of battle, so to avoid a future argument, its best if you settle this now.

( Hadō no Kyūjū: Kurohitsugi ) - Way of Destruction Number Ninety: Black CoffinType: OffensiveRank: ARange: Short-LongChakra: 30Damage: 60Description:
The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below ( however the portal from below only appears as the other sides have been fully created ); contact with it makes the opponent's head ache badly. As soon as the box forms fully, taking around the same time it takes to throw a kunai, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for one turn.
This technique may be used only thrice per battle.
No Nekura techniques above A-rank may be used during the same turn and the next turn.||Approved||

( Fōsurai ) - Force LightningType: OffensiveRank: CRange: Short-MidChakra: 15Damage: 30Description:
The user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal within short range of themselves suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary ( five seconds ) incapacitation. Note: The "sensory/dojutsu blinding" effect lasts long enough for the lightning bolt to travel to mid-range and lasts only during said turn.||Declined|| Change the rank and fix the timing (again, put it in terms of something more suitable for battling rather than seconds)

( Fōsurai ) - Force LightningType: OffensiveRank: B Range: Short-MidChakra: 20Damage: 40 Description: The user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal within short range of themselves suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary incapacitation for one turn
Note: The "sensory/dojutsu blinding" effect lasts long enough for the lightning bolt to travel to mid-range and lasts only during said turn.||Approved||

Re: Custom Clan's & Group's Jutsu

Kyōsei Sōsa Suru | Force Grip Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80
Description:
The most basic application of the Force Alter skill; it pertains to the ability the user has to use the Force to kinetically manipulate the world. By using willpower to influence the Force into affecting the world around them; Force Sensitives can "grab" or "grip" anything around them and, through focus and concentration, move them around. This ability has several applications and its power correlates with the users rank within the clan. To perfectly control its usage; the user must focus and use hand or body gestures. The size of what can be grasped is irrelevant for highly-ranked Force Sensitives, as what counts is the user’s mental focus and willpower, which are honed more and more as the user climbs the ranks of the clan. This skill has several applications, depending on how it’s employed, but always follows the same principles: Grip Push | Atsuryoku – The user moves one or both palms, producing a directional push that moves whatever is targeted away. The application’s area of effect is dependent on the user’s rank within the clan and can even be large enough to push a boss summon backwards. This is one of the most basic applications, usable by all Force Sensitives since it requires little focus. Its limitation is that it cannot affect intangible or otherwise "ethereal" targets, such as energy, and can be defended against by an equality strong physical force. This application is unlocked at Padawan/Apprentice rankGrip Pull | Unpan – The user moves one or both palms, producing a directional pull towards him of a given target. The size of what can be pulled is dependent on the user’s rank within the clan and can even be large enough to move a boss summon towards the user. This is one of the most basic applications, usable by all Force Sensitives since it requires little focus. Its limitation is that it cannot affect intangible or otherwise "ethereal" targets, such as energy, and can be defended against by an equality strong physical force. This application is unlocked at Padawan/Apprentice rank. The pull is mainly a supplementary or defensive application as it cannot damage an enemy directly. It can, however, be used to damage structures or techniques if applicable.Grip Flight | Hikō – The user grab themselves with the Force and lift themselves above ground. If used correctly and with enough skill; the user can effectively achieve a form of flight. The limitation of the application is the focus needed to sustain it, which prevents the user from using other techniques at the same time. This application is unlocked at Jedi Knight/Sith Lord rank. Grand Masters can share this ability with an ally byt gripping them at the same time but adds a double chakra cost in return.Grip Control | Seigyo – The core application of the ability, the user grips something with the Force and moves it around through the use of willpower and focus upon the Force. If used on inanimate targets; it can destroy equally-ranked structures if the user wants to and applies enough chakra and force. However, the focus and concentration needed for this application prevents the user from using it to directly harm an enemy in that same manner, instead needing to direct him at nearby hazards or physical structures, producing physical damage as the enemy is "thrown" against it. The momentum one can produce, however, inflicts damage proportionate to the chakra spent. While all users require the use of hand or body movements and gestures to control and sustain the technique, Grand Masters can grip and move several objects simultaneously. However, even Grand Masters have trouble using this application against multiple, small targets, as is the case of sand/powder based techniques, fire, or Aburame Clan bug techniques (the more individual objects, the less effective the technique is). This application is unlocked at Jedi Knight/Sith Lord rank.Grip Shield | Bōei – The user will focus and produce a spherical, blunt, physical almost "repel-effect" that can protect him from physical attacks. It’s the user grabbing whatever is thrown or fired and stopping it or diverting it from its path. To the outside observer; it’s as if an invisible, spherical solid barrier is protecting the user. Through the use of each hand, the user can produce a 180º field of effect, whereas both hands are needed to achieve a 360º effect. This application is unlocked at Grand Master rank.
Note: S-Rank usage will lead to a 2 turn cool down before the ability or any Force technique can be used again.
Note: Grip Shield can only be used twice per battle.
Note: The strength of the technique is directly related to the amount of focus and chakra one spends on it as well as his rank within the clan. Padawan/Apprentice can use it as a C-Rank on one target by using both hands, Jedi Knight/Sith Lord can use it as a B-Rank by using one hand or A-Rank by using both, Grand Master can use it up to S-Rank on multiple targets.
Note: When Grand Masters use it on multiple targets, the power of the technique is divided amongst the targets, meaning that more targets equals less power in each.
Note: The scale of the technique increases as its power does, keeping in consideration the logic and reasoning of the narutoverse.
Note: Cannot fully interact with energy or intangible targets.
Note: The ability can be kept if chakra is expended (same as the initial use per turn) to sustain it, but as long as the technique is being used, regardless of its application, no chakra can be molded for other techniques and focus must be maintained.
Note: If the user specializes in Force Alter, the technique can be used with less effort and doesn't require hand gestures within short range.
Note: Multiple applications of the technique can be used at the same time as long as the user spends the required chakra, though each application counts as a move. ||Approved||

Kyōsei Abunai | Force AcrobaticsType: Supplementary
Rank: A Rank
Range: N/A
Chakra: 30
Damage: N/A (+10 Taijutsu)
Description:
The most basic application of Force Control, the user will use the Force to use enhanced hand to hand skills. As such, the user will take advantage of his Force Control abilities and will use it to enhance his movement abilities and acrobatics in a series of different simple applications:Acrobatic Jump|Chōyaku- The user will use the force to execute a powerful jump which can bring him up to insanely high heights in a flash for speed. He can also use it mid air to dodge an attack while airborne by executing an air jump. The user can also execute a Dash Jump by combining both applications into a powerful long range low heigh jump which enables him to move at 3 times his normal speed. This application counts as two moves and, while fast, prevents the user from attacking on arrival due to the momentum he carries.Acrobatic Dash|Sattō- The user will use the force to execute a dash in one direction (with or whitout a simple flip or roll). The dash is fast enough to dodge small incoming techniques or catch a nearby enemy off guard. The user moves, in that small time frame, 3 times faster than he can run. However, the dash is done in one simple direction through a linear movement and in a short length, meaning the user can only go from Short-Mid of his initial position with one use and cannot attack while using it. The technique, by relying on the force, can be executed mid air.Acrobatic Movement|Undō- The user will use the force to execute a multitude of acrobatic free form movements at insanely high speeds (twice his normal base speed) which can be used to dodge techniques (if small scaled) or taijutsu, or to attack through Taijutsu. The user will execute the movements with great fluidity and agility, enough to do acrobatics that would otherwise be impossible to perform even by Taijutsu experts. When used with offensive Taijutsu techniques, it increases their damage but not its speed as the user will be concentrating in strength and not speed. And that is the real limit: the user can only concentrate in either speed or strength but not both at the same time. The user cannot use the technique to move more than from Short range of his initial position.
Note: Can be used and combined with Taijutsu Styles (if feasible) or free form Taijutsu, enhancing it and adding the acrobatic effect to them
Note: As the user grows stronger in the clan he becomes more adept at spending less focus into the technique.
Note: Can only be used once every two turns.
Note: Upon reaching Grand Master level, the skill doubles the Taijutsu bonus damage.
Note: Each application counts as a move.||Approved|| Well done

Kyōsei Ochitsuka/Gekido | Force Calm/RageType: Supplementary
Rank: A-Rank
Range: N/A
Chakra: 30 (-5 per turn)
Damage: N/A
Description:
An unique Force Control technique that influences the users force sense abilities as well, Force Calm and Force Rage oppose each other but revolve around the same ability: the influence of emotions into the force sensitives abilities. The natures of both Jedi's and Sith differ immensely, with the jedi's mostly focused on calm and logic, seemingly controlling their own emotions and sith's relying on their passion and anger to rampage aggressively in savage moves. While a Jedi cannot use Force Rage, a Sith cannot use Force Calm.Calm|Ochitsuka- The Jedi will clear his mind of any harmful techniques or effects (such as negative emotions, mental stress, etc) and increase his reactions by focusing on his surroundings and controlling his emotions and his senses. This calming effect leaves him immune to low rank Genjutsu (C-Rank), mental influences (B-Rank Yamanaka Abilities) or emotions and increases his agility and reflexes. The user becomes able to perceive and at times foresee (once every two turns) incoming taijutsu and weapon attacks, as well as other jutsu, increasing his reaction speed by calming his mind and focusing on the force and the "now". His sensing abilities become much more acute and perfected.Rage|Gekido- The Sith will focus on his rage and anger and will let it control his senses and his mind. The rage powers his physical strength and somewhat his speed but diminishes his precision. The user becomes a rampaging aggressive brute, capably of mauling on anything he sets his eyes on. His Taijutsu, Melee Ninjutsu (that is related to the users physical strength such as Rasengan) and Kenjutsu (physical melee ones) increase in power and speed, gaining a concussive effect that adds +20 damage to them. However, he becomes clouded and loses precision in his sensory abilities, having diminished reflexes during the use of this ability, being left able to react at the same level as a normal ninja. While the technique is in use, the user becomes immune to emotional manipulation such as Killing Intent effects and highly resistant to the stress produced by physical pain, taking power from it instead of losing stamina and focus. Because of the immense rage fueling his mind, he becomes immune to low rank Genjutsu (C-Rank), mental influences (C-Rank Yamanaka Abilities).
Note: Jedi can use only Calm and Sith can only use Rage.
Note: When activated, Padawans and Apprentices can keep it activated for 3 turns while Jedi Knights, Sith Lords and Grand Masters can keep it active for 4 turns
Note: Cannot be stacked with the effects of other Force Techniques or similar techniques.
Note: Can only be used twice per battle with a 2 turn cold down time.
Note: Grand Masters can use either variations but only one application per battle.||Approved||

Kyōsei Machigai/Mageru | Force Mind Trick/Will BendType: Defensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
A basic offensive Force Control ability, it revolves around using the force to influence the will and mind of others. Through the use of the force the user will influence the mind of those around him and put their will under his control. The applications of both Sith and Jedi's are different in their purpose and finality but equal in their method:Mind Trick|Machigai- The Jedi will use the force to make the target's technique miss. Mind Trick will fool the target into believing his technique hit its target by tricking his mind into believing an event happened when in fact the user used the force to warp his mind mid way through the process. As the enemy is molding his chakra, the Jedi, using Force Sense, will perceive the change and use the force to trick the mind of his enemy. His enemy will believe that he in fact used the technique and it hit his target but in essence its a simple mind trick where the enemy will have molded and spent the chakra, effectively using the technique but without any effect happening. Once the effect ends, the enemy can quickly recover and "fall to his senses" of what really happened.Will Bend|Mageru- Similar to Killing Intent in some aspects its much more devastating and serves a much more practical use, the Sith will use the force to overcome the mind of any enemy nearby. He does this by flooding the enemies mind with his own overbearing will and "crushing" the enemies mind in the process. The user will effectively break the targets will in all that such an expression means and while doing so can even render, through his imagination, nightmarish emotional effects such as fear, terror, nausea, etc through the use of speech (in an RP way, dialogue is necessary). The target will be unable to move and will often collapse on his knees due to the immense mental pressure and be subdued to the users will and immense torturing pressure. The Sith needs to focus on the technique to completely bend the opponents will and produce the desired effect, meaning he cannot simply throw a weapon or use a technique on the enemy while he is forcefully bending him to his will. The main use of the technique, however, is to reset most power ups the enemy might have activated prior or to stop the enemy in the midst of using a technique. It clears any mental cleansing or boosting techniques cast before and makes the enemy release techniques such as Sage Mode, EIG, Susanoo, etc that he might have used to boost himself. If summons are in the field, the enemy will release them, reverse summoning them to their lands. The effect is so powerful that it can even revert Bijuu transformations, although if the target has fully transformed, the transformation will revert but the target will not suffer from the immediate "loss" restriction or any negative effects. Once the effect ends, the enemy immediately recovers.
Note: Mind Trick can only be used by Jedis and Will Bend can only be used by Sith.
Note: Mind Trick can only be used 2 times and Will Bend can only be used once per battle.
Note: Cannot use Force related techniques in the same and next turn.
Note: Grand Masters can use both abilities but only one application per battle.
Note: The abilities aren't Genjutsu but pure Mental and Will manipulation and as such cannot simply be released or dispelled or otherwise countered by the same means as one does for Genjutsu or Yamanaka techniques.||Pending||

Re: Custom Clan's & Group's Jutsu

Nykyu Nykyu no Mi: Nykyu Engi - Paw Paw Arts: Paw Amplification
Type: Sup
Rank: S
Range: Short
Chakra: 40
Damage: N/A(adds a level to every paw jutsu except F-ranks)
Description: The user after making 3 handseals gathers large amount of chakra while synchronizing their spirit with their paws, this is followed by cladding their paws in several layers of paw shaped bubbles with the outer layer vibrating on a microscopic level. the bubble is totally unseen to eyes except from doujutsu as the bubbles are not chakra itself but pressurized air. while the bubbles are completely formed which takes 3-4 seconds, the user is able to detect shifts in nearby air through his paws as the vibrating paws momentarily synchronizes with the air mid-range from it thus the user is able to sense movement in the air mid-range from him.
This also corrects the weakness of the paw. After rigorous research and practice, bartholomew clan leaders now find a way to go beyond their paw's weaknesses whereby making this modification thus with this, they negate the paw's weakness being unable to repel intangible elements such as fire, lightning and wind making this modification allows the paw through the use of paw techniques to be able to repel normally, intangible/energy based elements without taking any damage.
Lastly since every paw jutsu requires the user to use his paws and due to the amplification of the paw, the enhanced paws gives a power boost to every paw technique used thus increasing every paw technique except for forbidden ones by a rank. eg: A-Rank Paw + Modification = S-Rank Paw
NOTE
-useable only once
-Lasts for 5 turns
-After mode ends, user can't use paws for 2 turns
-Can only sense movement/changes in air upto mid-range
-only accessible to bartholomew legends

Nykyu Nykyu no Mi: Hara no Tsuihou - Paw Paw Arts: Belly of the Forsaken
Rank: Forbidden
Type: Defense/Offense
Range: Short
Chakra: 50
Damage: N/A(+90 for direct impact with opponent)
Description: The user simply places his paws together and pushes them against each other then gradually separates the paw from themselves until his arms are outstretched that he would now be forming a cross when he is viewed from afar. As he separates his arms, a green bubble that is in the shape of a spherical paw is formed which increases in size as the paws separate from each other so that the user is completely submerged and at the center of the air bubble(3m radius) the moment his arms are completely outstretched right and left. The bubble can't be seen by the naked eyes but doujutsus while the time between repelling both paws and stretching the hands apart is extremely fast, the bubble repels anything including chakra, energy and matter as a whole towards the direction whence it came at twice the speed. Its like sending an attack that takes 2sec to touch the bubble, it would then only take a sec to be sent back to its point of initial projection.
This also applies to physical being so that, an opponent that touches the bubble receives an enormous force/push able to repel him on a straight line into long range or depending on the direction/angle of his impact. Note that because the bubble repels even chakra, the user can't use any jutsu while in the bubble (except self induced jutsus, meaning he can use any as long as it is inside the bubble).
Note:
++Can only be used once and lasts for 5 turns
++Bubble will disperse off after taking impact from 2 F-rank techs
++User receives strain damage and would be unable to use his paws for 2 turns after bubble disperses
++User can only use one more F-rank Paw art for the rest of the match
++User takes +20 damage when bubble is prematurely dispersed(from above restriction) and still +10 damage if he disperses it himself or after its expiry.
++User can't use other F-rank technique for 2 turns after technique disperses
++The bubble can only be seen by doujutsus and sensors can only sense there is an aura of chakra therewith
++Can only be used by Bartholomew legends

updating thisPaw Arts: Pulsus Coration (Nykyujutsu: Chiyu Oshi)
Rank: S
Type: Supplementary/attack
Range: Short-long (If the bubble is directed at the opponent)
Chakra: 40
Damage: 80
Description: Bartholomew legends will put their hand on themselves or their kinsmen and using the power of their KG, they "push" any pain and exhaustion that they have endured through the entire battle. Once done, a huge red air bubble in the shape of a paw appears behind the person, containing all the pain and exhaustion extracted, which can be then redirected to a new person. If the bubble happens to burst without touching anyone (if hit with a strong enough power [S rank and above]) the damage inside the bubble will revert to the user of the technique(despite it's origine).
~This jutsu can only be done 1 time per battle, and the chakra strain will only allow the user to perform 2 jutsus in the next turn.
~If the user pleases he can direct the bubble at anything, whether it be the opponent or even a simple tree, once the bubble comes in
contact with it, depending on the bubbles size, it will explode.
~No other Paw jutsu for the rest of the battle
~Note: Pulsus Coration means Healing Push, in Latin.

++++++

Paw Paw Arts: Grand Exorcism (Nykyu Nykyu no Mi: Soudai Yakuotoshi)
Rank: S
Type: Supplementary/attack/Defense
Range: Short-long (If the bubble is directed at the opponent)
Chakra: 40
Damage: 80
Description:Their are 2 variations of this technique where the first would be:
¤User would place their paw on themselves or their comrade and using the power of the KG, they push away fear, fatigue(tiredness) and foreign chakra. Once done, a huge yellow air bubble in the shape of a paw appears out the person, containing all the Fear, fatigue and foreign chakra thus while instantly gaining freedom from some jutsus(Genjutsu, sakki and induction from foreign chakra), the user also gains x2 in agility, reflex and reaction time which lasts for 3 turns.
Unlike the second variation, this cannot be directed towards anyone/anything as the yellow bubble would vanish into nothingness once it is completely out of the user.
¤The second variation is when Bartholomew legends will put their hand on themselves or their comrade and using the power of their KG, they "push" any pain and exhaustion that they have endured through the entire battle. Once done, a huge red air bubble in the shape of a paw appears behind the person, containing all the pain and exhaustion extracted, which can be then redirected to a new person. If the bubble happens to burst without touching anyone (if hit with a strong enough power [S rank and above]) there would be a massive blast that would/may affect everything caught in its 5m radius(equivalent to S-rank chakra air blast) including the terrain, in-case of land rendering it infertile for plant growth.
++Note++1st variant:
~Useable only 3 times per match
~2 turns in between usage
~Cannot be used to push out pain and enormous fatigue(exhaustion)2nd Variant:
~This jutsu can only be done 1 time per battle, and the chakra strain will only allow the user to perform 2 jutsus in the next turn.
~If the user pleases he can direct the bubble at anything, whether it be the opponent or even a simple tree, once the bubble comes in
contact with it, depending on the bubbles size, it will explode.
~No Forbidden Paw jutsu for the next 3 turns which after then only 1 forbidden paw arts can be used for the duration of the match.
~the second variant can only be used by Bartholomew legends

Paw Paw Arts: Lucifer's Stomp (Nykyu Nykyuno Mi: Lucifer-Inshou)
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra Cost: 70
Damage Point: 140(+40 to User)
Description: This jutsu is counted as forbidden due to its foul nature and its name goes against the pride of the clan. It is said that this technique was once used to sink an entire Island below sea level.
The user after 2 turns of preparation(where they won't use any paw arts), smears blood upon their paws, places both his hands against the ground and repels it 3 times with enormous strength where then a very powerful and invisible air pressure would descend upon the earth with its tiny epicenter where the user would be, unaffected. The pressure would descend upon the ground spanning an area up to the size of a small island, without any notice or sign except for doujutsus who would notice the concentration of air while it descend, however it can only be defended with space-time technique or absolute defenses(the likes of gaara's sand that responds on its own) or extremely fast defenses. The pressure would create a wide and deep crater(15m deep) in the shape of a paw but with a small circular space in the middle which is unaffected and occupies the user. While everything spanning the area of impact is obliterated, the user would also receive a great damage and sacrifices his paws in the process which he'll be unable to gain access to it for 5 good turns.
++Note++
-Useable only once per conflict
-no other jutsu can be used the same turn this is used.
-Takes 2 turns to prepare where no paw arts can be used.
-User receives +40 Damage and won't be able to use his paws for the next 5 turns
-No S-rank and above jutsu for the next 2 turns

Paw Paw Arts: Jet Push (Nykyu Nykyu no Mi: Pulsus Funsha)
Rank: C
Type: Sup
Range: N/A
Chakra Cost: 15(+5 per turn active)
Damage: N/A
Description: A Bartholomew clan member would push continuously at a very fast pace from both of the paws the air around them. Depending on how both their hands are placed(they must be parallel to each other and aligned in a good symetry), they would use their paws the way a jet pack is used. They would gain flight vertically into mid-air when their paws is facing vertically downwards and they can push forward or backwards and manouvre in mid-air just by tilting their paws in the opposite direction of where they want to move to, also the speed at which they move while using this can be compared to Lee's without his weight but is still trackable by normal eyes.
However the downside to this is that they can't use other paw-arts while using this as their paws is busy. ||All Declined|| Removing sensing in the first, de-power the third, I don't see the point in the resubmission as it's essentially two techniques in one. The fourth doesn't need to do 140 points of damage. The last is pointless. The second is just a no.

Re: Custom Clan's & Group's Jutsu

(Sigmund Ryu: Houou Tenshouku) Sigmund Style : Razing PhoenixType: Offensive Rank: ARange: ShortChakra: 30Damage: 60Description: This is the first technique of the Sigmund Style used by the Seven Shinobi Guardians. The user will channel there fire chakra into their sheathed sword in a crouching position.The user then leaps into the air wreathed in flame, carrying any nearby enemies with them. While airbone the user then streaks toward the ground, again carrying the targets with him. A fonic glyph of flame appears underneath the user and he once again leaps into the air, this time surrounded by fiery energy in the shape of a phoenix, hitting the opponent repeatedly performing a 16 sword combo

-Can Only Be Used By Members of Seven Shinobi Sword Guardians
-Can be used 3 times per battle
-No Fire Techniques Above A- Rank Next Turn.

||Declined||

(Hīrō no dairokkan) Sixth Sense of a HeroType: Supplementary Rank: A-Rank Range: ShortChakra: 30 (-15 every turn)Damage: N/ADescription: They say that every warrior has a "sixth" sense. This sense is the warriors judgement of a situation to determine the outcome of there life and how they intend of surviving a life or death situation. This technique work on based on the ones ability to determine the right and wrongs of handling a situation with less movement and not wasting energy. The user will channel there chakra into their brains system known as "Fight or Flight", stimulating the nerves in there body to respond faster and much fluent than before. This is done by the user's chakra surging in and out of their brain, enhancing their there reaction time and speeding up their movements and making them more aware of what their target is up to. Though this is simple logic and advance chakra control the user will suffer loss of chakra each turn they keep this technique active. This also allows them to some what predict the movement of a target in hand to hand combat and react better to avoid fatal blows.

-Increases ones reaction time by x1.5
-Lasts 3 Turns
-Can only be used 2 times per battle
-Allows the user to react to Taijutsu/Kenjutsu Techniques much more fluently.
-After usage the users movements become sluggish due to forcing the brain to work harder, for 2 turns and requires a cool down time of 3 turns to use again.

Re: Custom Clan's & Group's Jutsu

Originally Posted by Serpent

These will be for people that have an approved Uzumaki Clan bio. The Uzumaki being known for there strong life force and outstanding knowledge with Fuuinjutsu. The Custom submissions for this group will revolve around these traits.

(Fuuinjutsu: Doragon) Sealing Technique: Dragon
Type: Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: N/A
Description: The user will pull out a small scroll and place it in front of them. This scroll will have the for "Dragon" on it. The used will focus there chakra into the scroll activating it's effects. Once activated, a semi-transparent dragon will erupt from the scroll and head for it's target. If this dragon comes into contact with a Jutsu that is equal in Rank or less. It will consume the Technique and pull it back into the scroll sealing it completely. If it comes into contact with an Opponent, it will bite down on there chakra itself and rip out a chunk of the opponents chakra, sealing it. This will cause the opponent to feel tired and drained making them unable to use techniques above B-ranked for the fallowing 2 turns.Note:
-Can only be used by someone from the Uzumaki Clan
-This Jutsu can only be taught by Serpent||Declined|| Too powerful for an A-rank jutsu. Raise the rank and/or restrict it.

(Fuuinjutsu: Awadame Ji) Sealing Technique: Barrier Destruction
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra Cost: 20
Damage points: N/A
Description: If the user finds themselves trapped in a Barrier. They will pull out a small tag with a pre-drawn seal. They will then proceed to place this Seal upon the Barrier. This will activate the Seal causing a short range area of the barrier to be seal away forming a whole. It will allow escape from the Barrier. Note:
-Can only be used by someone from the Uzumaki Clan
-This Jutsu can only be taught by Serpent||Declined|| Restrictions? Also, define what kind of barriers this works on. Will it work on a dome of solid rock, for example?

(Fuuinjutsu/Genjutsu: Uzumaki Toppyoushimonai) Sealing Illusion Technique: Uzumaki Madness
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage points: N/A (80 mental pain)
Description: The user will place a tag upon the enemies body locking them in a Genjutsu. This Genjutsu makes the opponent freeze in place as there mind fills with crazy and random thoughts while images flash before there eyes. This will quickly overload the opponents mind making blood drip from there eyes and ears as the mental pain takes it's toll. Unlike normal Genjutsu's, this one can not be broken by Normal means, but will need to be removed from the users body in order to de-spell the Illusion or wait until the Seal wears off.Note:
-Can only be used by someone from the Uzumaki Clan
-Seal wears off after 2 turns
-This Jutsu can only be taught by Serpent||Declined|| Overpowered.

(Fuuinjutsu: Doragon) Sealing Technique: Dragon
Type: Supplementary/Defensive
Rank: S
Range: Short-Mid
Chakra Cost: 30
Damage points: N/A
Description: The user will pull out a small scroll and place it in front of them. This scroll will have the Character for "Dragon" on it. The user will focus there chakra into the scroll activating it's effects. Once activated, a semi-transparent dragon will erupt from the scroll and head for it's target. If this dragon comes into contact with a Jutsu that is equal in Rank or less. It will consume the Technique and pull it back into the scroll sealing it completely. If it comes into contact with an Opponent, it will bite down on there chakra itself and rip out a chunk of the opponents chakra, sealing it. This will cause the opponent to feel tired and drained making them unable to use techniques above B-ranked for the fallowing 2 turns.Note:
-Can only be used by someone from the Uzumaki Clan-Can only be used twice per battle
-Requires a 3 turn cool down.
-User cannot use Fuuinjutsu next turn
-This Jutsu can only be taught by Serpent

(Fuuinjutsu: Awadame Ji) Sealing Technique: Barrier Destruction
Type: Supplementary/Defensive
Rank: B
Range: Short
Chakra Cost: 20
Damage points: N/A
Description: If the user finds themselves trapped in a Chakra Barrier. They will pull out a small tag with a pre-drawn seal. They will then proceed to place this Seal upon the Barrier. This will activate the Seal causing a short range area of the barrier to be seal away forming a whole allowing the user to escape from the Barrier. This seal only works on energy based barriars such as Pure Chakra barriers or Elemental Barriers consisting of Katon, Suiton and Fuuton and/or other elements that share the same properties of said elements. And example of a barrier this tag will work on is "Four Violet Flames Battle Encampment"Note:
-Can only be used by someone from the Uzumaki Clan-Can only be used twice times per battle
-Requires a 3 turn cool down
-User cannont used Fuuinjutsu above A-rank next two turns
-This Jutsu can only be taught by Serpent

(Fuuinjutsu/Genjutsu: Uzumaki Toppyoushimonai) Sealing Illusion Technique: Uzumaki Madness
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage points: N/A (80 mental pain)
Description: The user will place a tag upon the enemies body locking them in a Genjutsu. This Genjutsu makes the opponent freeze in place as there mind fills with crazy and random thoughts while images flash before there eyes. This will quickly overload the opponents mind making blood drip from there eyes and ears as the mental pain takes it's toll. Similar to normal Genjutsu's, this one can be broken by one of the three normal methods. Unlike normal Genjutsu, this technique has a forth method to be release, by removing the seal from the users body it can also de-spell the Illusion.Note:
-Can only be used by someone from the Uzumaki Clan
-Seal wears off after 2 turns-Can only be used once per battle
-No Fuuinjutsu next two turns
-This Jutsu can only be taught by Serpent

Re: Custom Clan's & Group's Jutsu

(Mandalorian Senpai Yoroi : Seijin Tomo kouyou) - Elder Mandalorian Armor : The Sage of All Elements
Rank : S
Type : Supplementary
Range : Self
Chakra cost : 40 (+15 each turn active)
Damage points : N/A
Description : By focusing a great amount of a specif chakra within the user's armor (depends on the element's nature) , the user gains the ability to become a legend in this specific elements, meaning the user gets a pass to the master of this specific element which is the ability of using any technique of this specific element with the usage of one single handseal, being able to perform it faster than the normal shinobi and addition abilities which depends on the user's rank within the Mandalorian clan. Once the user channels his chakra within his armor, his armor gets the color of the specific element and when activating two elements at the same time the color of the armor becomes a combination of the two specific elements.

Fire Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +10 damage to every fire technique he uses

Water Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any water technique without water source
Mandalorian Master : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source and he gains +5 damage to all water techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use all water techniques without a water source and he gains +10 damage to all water techniques

Earth Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground
Mandalorian Master : In addition to the basic abilities he gets, He can break through B rank and below earth techniques with sheer earth chakra through the hands
Mandalorian Hunter : In addition to the basic abilities he gets, any earth technique without having to be in contact with the ground and he gains +10 damage to all earth techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground he gains +20 damage to all earth techniques

Lightning Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +10 damage to every lightning technique he uses

Wind Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang
Mandalorian Master : In addition to the basic abilities he gets,he becomes able to use wind techniques that requires a fang without the fang in addition to +5 damage to wind techniques
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques

Note : The user can only activate two elements a time
Note : The activation of an element can only be used once per battle
Note : The user cannot activate two elements that possess elemental weakness at the same time, meaning no water and earth at the same time, no fire and water at the same time etc...
Note : Cannot be used unless having a special permission from the General Mandalore and CIC Mandalore

||How long does this last?||

(Mandalorian Senpai: Mandolore Shi) - Elder Mandalorian: Mandolore PrideRank : A
Type : Supplementary
Range : Self
Chakra cost : 30
Damage points : 60 (+5 to Ninjutsu) (+10 to Taijutsu)
Description : The will to keep fighting even if in the worsts situations or simply the will and pride a mandolore has. Mandolorians whom want to keeping fighting for their sheer thirst for blood, will use their will and force from deep within them, to keep fighting and gain a small boost. Only the strongest of the Mandolorian clan members are able to use this, feeling the need to protect their younglings and having too much pride to lose a battle. Upon using their will, the Mandolore gains +5 extra to all ninjutsu they use, and +10 to all taijutsu aswell. After the technique is worn out, the user's stamina decreases depending on the situation. If used at the start of battle then they will decrease -5 on all ninjutsu and -10 to all taijutsu he uses, for the next turn only. If used when being already worn out (after 4-6 turns have passed before using) their stamina will decrease the same way, however, it will remain like that for the following 3 turns.

Note: Only lasts 5 turns.
Note: Only useable x1 per battle.
Note: Must be a mandolorian clan member for atleast 2 weeks, before using.||Approved||

(Mandalorian Koutetsu: Bushidō Kamikaze) Mandalorian Armor: Warrior's Suicide
Rank: Forbidden
Type: Offensive/Supplementry
Range: Short
Chakra cost: 50
Damage points: 90 (kills the user)
Description: The user triggers an intricate set of explosions within his/her armor and ignites the fuel tank of his armor. {used for the jet pack} A ton of fire instantly emits from the user's armor and engulfs the surrounding area. This fire is powerful and hot enough to incinerate anything within a 5 meter radius of the user including the ground. The fire burns for another 3 seconds and then disappears leaving no trace of anything in that 5 meter radius. The user himself is also incinerated by the fire and cannot escape even with the use of a Space/Time jutsu. This jutsu is a last result for all Mandalorians so that the enemy doesn't learn the secrets of his/her body or his/her armor. It can also be used to bring the enemy down with himself/herself if the opponent is in short range. This jutsu can be activated by 3 methods;
1- When the user dies a hearth beat monitor in the armor senses it and the jutsu is activated.
2- If the user commands the armor via voice control
3- If the user does a 4 Hand-seal code {varies for each Mandalorian} and hits the chest area of his armor
Note: The fire is incredibly fast and hard to escape; Ninja with speed 15 and lower can only escape with a Space/Time jutsu; Ninja with speed 25-16 can also use jutsu that require no hand-seals before the fire kills them; Ninja with speed 40-26 can also use jutsu which requires less than 4 hand-seals; Ninja with speed 50-41 can also use jutsu which requires less than 8 hand-seals; Ninja with speed 50 or more can react regularly. {all speed ratings are based on the speed chart}
Note 2: This counts as the 3 deaths for the bio, so if this jutsu is used the user has to make a new bio||Pending|| Speed chart nonsense. Let me think about it.

Stealth Armor Mode(Suterusuāmāmōdo)
Rank: S
Type: supplementry
Range:short
Chakra cost:40
Damage: N/A
Description: This jutsu is done by the armor erecting a barrier the size of themselves around them. Blocking foreign chakra to enter the body, also suppresing their chakra, and blocking their physical presence from normal eyes, thus causing the user to become invisible. Dojutsu users and sensors can see through it,.
*can only stay active for 3 turns
*Must be a mandalorian warrior to use
*can only be used 1 times per battle||Declined|| The Bolded has little to do with Stealth and seems like more of a countermeasure against Genjutsu. Whatever the case, it doesn't fit. Also, the description is lacking.

Mandalore Armor: Hand Repulse (Mandalorian Koutetsu: Hando gekitaiRank: AType: Supplementary/DefensiveRange: ShortChakra:30Damage:60Description: This is a typical usage of the mandalore armor. The user will put fourth his hand (it can be 1 or both) And release a wave of chakra that Repulses chakra .This repulsion pushes back any chakra based attack and repels it backwards by the user chakra acting as the same side magnet (North and North) Making it that the jutsu can not get close to the user, and repelling the jutsu The repulsion chakra that comes from the users hand is not visible to human eye but only dojutsu user. This jutsu can be used to dodge attacks, or send attacks back towards the opponent.

Note: Can only use Thrice (3 times)
Note: Can only repulse up to A rank
Note: Cant use A rank or above Mandalore techs in the next turn||Declined|| Overdone

Re: Custom Clan's & Group's Jutsu

Seishin no Sokumen | Aspect of Spirit
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A (+20 Kiyoshi Techniques)
Description: The Aspect of Spirit Technique is an ability that is an integral part of the highest form of training a Kiyoshi can undergo. It is a complex technique based on the principle of enlightenment. The process involves converting one's body to Energy, essentially turning the user into what is known as an Energy Spirit, completely in tune with nature and spirit. Because there is no physical component to this technique, as Kiyoshi Energy is entirely different from chakra, the user does not technically exist in the physical realm but remains in a state of being in a spiritual world that is both adjacent to and overlaps with the physical world. This concept is central to the Aspect of Spirit. Namely, because the user does not exist in the physical world, they cannot interact with the purely physical world either. This serves as both an advantage and a downside to the technique because the user can only interact with natural or spiritual entities; thus, purely physical attacks are entirely useless against the user and will appear to pass through the user as though he/she is not present. More importantly, as chakra consists of both spiritual and physical energies, when the user interacts with any such Ninjutsu, they will only be able to feel the effect of the spiritual aspect of said technique, effectively halving the damage of all Chakra based Ninjutsu. Conversely, because the user does not exist in a physical state of being, he/she is also incapable of utilizing Ninjutsu or Genjutsu, trading their physical aspect for natural and spiritual harmony (essentially heightening their sense, agility, and increasing the strength of all Kiyoshi Techniques by 20). The technique reacts oddly to Genjutsu, as the effects indeed manifest but do not put any mental strain on the user. Taijutsu and Kenjutsu are almost completely useless against the user in this state, as the user's spirit cannot interact with physical constructs; however, Taijutsu and Kenjutsu techniques that are charged with chakra, such as the Samurai's Sabre Technique, can and will damage the user through the chakra itself. Kenjutsu and Taijutsu techniques with a clear emphasis on spiritual energy will thus be fully effective against users of this technique, though this does not include the Eight Celestial Gates. While utilizing the Aspect of Spirit technique, basic Taijutsu is altered. Because the user cannot interact with opponent’s physical body, successfully landed attacks have the effect of instead sapping the opponent’s spiritual energy from them, resulting in a loss of mental fortitude, willpower, and stamina. This is, however, a dangerous endeavor for the user to embark upon because the opponent cannot be staggered physically and the user is still susceptible to any chakra-based Taijutsu or Kenjutsu techniques used by the opponent. Senjutsu, due it’s use of natural energy, is fully effective against users of this technique as well, forgoing all other physical components (for example, a Frog Kata enabled punch will phase through the spirit but the natural energy aura will take full effect). Genjutsu that work by oversaturating the targets senses with stimuli (like pain based Genjutsu or Fear related Genjutsu as well as other forms of over stimulation of the senses, basically, "mayhem" inducing illusions), S-Rank and above, will be twice as effective against the user if he doesn't revert to his physical form, inducing heavy mental strain, extreme difficulty seeing (as the colors the user perceives will be too vivid and vibrant), and a great lack of stamina which causes the user to drag in speed and reduces the length of this technique by a full turn.As the spiritual world has a multi-layered structure that is not bound by physics, the user is capable of traversing the battlefield as a spirit does, without regard for gravity. While they may, thus, move to different altitudes freely, this aspect of the technique is less like flight and more accurately described as phasing through the fabric of space without hindrance. The user is also able to move through the ground, albeit for only a few seconds at a time, but phasing through space cannot be used to avoid techniques with wide ranges (i.e. the user must still properly defend or correctly evade).
Note: This technique can be used twice and for a for a maximum of 4 turns. The user may enter and exit the form as he pleases, but once activated, the user must remain in this form for at least two turns before exiting it.
Note: Cannot use Kiyoshi techniques in the turn after this form is exited.
Note: Can only be used by Kiyoshi Generals and requires extensive training.
Note: Universal Song or Greater Energy Pulse must be activated at least one turn before utilizing this technique.Note: Sara is the best

________________________________________________
 Approved  Well done but I had to tweak it a bit. If you don't agree with the minor changes, pm me

Re: Custom Clan's & Group's Jutsu

These will be for people that have an approved Yamanaka Clan bio. The Yamanaka being known for their Mind manipulation Jutsu. The Custom submissions for this group will revolve around these traits.

Mental Manipulation of the Inhuman | Naiteki Ayatsuri no Hiningenteki
Type: Supplementary
Rank: B
Range: Mid range
Chakra: 20
Damage: N/A
Description: This is simply a large-scale version of the Mind Body Disturbance Technique, similar to , where the sheer volume of targets affected in a given area is much greater. Like its parent technique it causes the user to gain complete control of the target's body, often forcing allies to attack each other. However, this technique is formed by forming a triangle unique hand sign at first. This technique targets species that aren't humans, such as animals.
Note: Can only be used by a member of the Yamanaka Clan.
Note: Can only be taught by the Clan's headmaster.

Mental Restrain | Naiteki Hagi
Type: Supplementary
Rank: A
Range: Mid range
Chakra: 30
Damage: N/A
Description: The Yamanaka Clansman preform a handsign similar to that preformed when using Mind Disturbance Dance Performance Technique, the user frame the enemy's mind from his body, restraining the personality of his enemy inside his brain and make it lose its ability to control his own body.Unlike other Yamanaka techniques, the user doesn't gain control over his opponent's body through this technique.
Note: Can only be used by a member of the Yamanaka Clan.
Note: Can only be used twice per battle.
Note: Can only be taught by the Clan's headmaster.||Both Declined||